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>> No.576848 [View]

>>576845
look at the Steam Greenlight issue and tell me you can't see why this is a thing. It's a very real market full of phenomenal idiots looking to make a quick buck by buying utter garbage.

>> No.576759 [View]
File: 510 KB, 1920x1080, screen02.png [View same] [iqdb] [saucenao] [google]
576759

>>576755
I've barely started the texturing, so things are kind of a mess.
Also, Quixel uses masks to handle texture layering. I'd be surprised you'd be texturing without masks if you'd ask that question.

>> No.576752 [View]
File: 433 KB, 1920x1080, screen01.png [View same] [iqdb] [saucenao] [google]
576752

trying to do most of my mask work by hand rather than let Quixel do it all this time. not sure I'm 100% on the results but it's getting there.

>> No.576474 [View]
File: 324 KB, 652x777, e53d16e0f01f4632c2507496440adf89.png [View same] [iqdb] [saucenao] [google]
576474

>>576446
Ah, nothing like that. it was an issue of it not liking that my low-poly was in fbx format. I exported it to obj and used that instead and everything was smooth sailing.

>> No.576410 [View]

using Substance did the trick, though it did act a little funny. trying to figure out why it baked part of the normalmap wrong, but it's probably nothing that can't be fixed

>> No.576345 [View]

I'll give that a shot when I get home from work then, thanks!

>> No.576343 [View]

well, wait, I suppose Xnormal doesn't understand IDs, does it? It often makes a huge fuss about fbx files with lots of objects. I guess I could just start doing bakes in Substance if it's really that much of a difference.

>> No.576342 [View]

>>576339
So i just need to make sure sectioned parts are named in the fbx and it'll handle it? That shouldn't be difficult to do if that's the case.

>> No.576340 [View]
File: 571 KB, 631x753, 649c9af56c705072ae09ca15517089a5.png [View same] [iqdb] [saucenao] [google]
576340

>>576338
it's not a padding issue, more an issue that comes up on overlapping/intersecting high poly geometry. my padding is at 40 for this, so seams on UV hulls look fine.

for reference, here's the same thing with the colormap and AO applied. while it looks better, it's still kinda ugly looking in those areas.

>> No.576336 [View]
File: 773 KB, 932x814, 65a819b732235c7bce9cf656a64fe6a6.png [View same] [iqdb] [saucenao] [google]
576336

A thought occured to me while working: is there a sane way to avoid awful pixelation when baking multiple layered objects? I know IN GENERAL these things aren't super noticeable after texturing but it still consistently bothers me how UGLY it looks.

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