![]() In some tests i was able to render it in Marmoset Toolbag,but once i zoom in those baked normals start to popout and look terrible. ![]() I was trying to find out where's is the problem,but i don't know once i'm kinda new to modelling world. One of them i couldn't fix by myself and here's a picture that shows the problem. fbx file īut i've got some projections errors. Rename all HighPoly with "_high" sufix and group them in a high.Group them in a low poly group(The single UV Map was preserved, i wanted this) Separate all objects ,rename them with "_low" sufix and then.UV Unrwap(I Used Smart UV,without "Stretch to bounds" and then, "Average Islands").Join All LowPoly objects(with all modifiers applied), and the same to highPoly.Duplicate all objects and reduce de Subdivision surface to 1.I tried bake in a bunch of softwares, but the one i've got the best results was Substance Painter 2, it fixed a lot of projections with the "Match by mesh name" function. I Used the SAME models to work with in low poly,but used a low subdivision surface number in it, got 300k tris.I Used the "AutoSmooth" option. Im trying to import this scene for previewing. This shader over here is the default shader, and I won't be using it.I was modelling a Sniper Rifle,my HighPoly model has about 3M tris ,so i find kinda slow to work with this highpoly mesh. Im testing out Marmoset and its amazing, I tried it with a few stock models I found and it works great, but at the moment I try to export one of my models, it just exports the meshes without materials. Once you click on the template, it creates a new shader. I'm going to use the Dota 2 Template, which is the default template for Toolbag. If you're new to Toolbag, I would use one of these two depending on the engine that you plan on exporting your model to. Most of these apply to Quixel materials, but there are a few here that I use quite often, including the Dota 2 Template and the Unreal 4 Template. ![]() ![]() With that in mind, let's go over here to our shader menu and look at the Presets that Toolbag gives us so that we can set up our materials properly. ![]() Toolbag doesn't apply UV mapping to your models, so for your materials to take effect correctly in Toolbag, you'll have to have all your UV mapping and coordinates applied in a 3D program before importing into Toolbag. Next, we'll look at how to apply materials to a model that you've imported into Toolbag. ![]()
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