
DOOM899
Joined: Jul 23, 2013
{DM} [gamesmaster] if i can ill help maybe
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Posted: Apr 22, 2015 07:48 PM
Msg. 1 of 13
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MEGA_VKNG
Joined: Dec 23, 2013
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Posted: Apr 22, 2015 07:49 PM
Msg. 2 of 13
Nice common knowledge people already know. And modeling High Poly's will always be more efficient.
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bourrin33
Joined: Oct 19, 2009
HEK not installed tho
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Posted: Apr 22, 2015 08:54 PM
Msg. 3 of 13
Quote: --- Original message by: MEGASEAN2812 Nice common knowledge people already know. And modeling High Poly's will always be more efficient. Teach me everything master !
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MEGA_VKNG
Joined: Dec 23, 2013
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Posted: Apr 22, 2015 09:23 PM
Msg. 4 of 13
Quote: --- Original message by: bourrin33Quote: --- Original message by: MEGASEAN2812 Nice common knowledge people already know. And modeling High Poly's will always be more efficient. Teach me everything, master! Lesson 1.
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PRPatxi
Joined: Oct 30, 2010
Dennis, free me from this suffering
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Posted: Apr 23, 2015 06:38 AM
Msg. 5 of 13
Quote: --- Original message by: Mootjuh Use Xnormal, it's free and works with PS. And crazy bump makes terrible sepular maps. I use that and nDO2
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Super Flanker
Joined: Oct 5, 2012
The length of your life depends on my aim.
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Posted: Apr 23, 2015 09:48 AM
Msg. 6 of 13
Never ever use apps like these to generate Gloss/Specular maps! ALWAYS DO THEM YOUR SELF! In the case of normals maps always bake from a High-res mesh on to a low res one by using a baking system like 3dsmax's RTT. And if you are trying to add additional detail on your normal map by transplanting something from a diffuse texture use this \/ https://developer.nvidia.com/nvidia-texture-tools-adobe-photoshop If you don't like the Render To Texture System in Max or Maya you can try using Xnormal which is pretty handy too! http://www.xnormal.net/
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MEGA_VKNG
Joined: Dec 23, 2013
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Posted: Apr 24, 2015 01:09 AM
Msg. 7 of 13
Quote: --- Original message by: Mootjuh Quixel Suite or Substance Painter is better. Bruh if I had substance painter my life would be complete. Especially since I'm using UE4 a bit.
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DOOM899
Joined: Jul 23, 2013
{DM} [gamesmaster] if i can ill help maybe
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Posted: May 31, 2015 11:29 PM
Msg. 8 of 13
this is me just saying but crazybump work's well if you don t have a 3dsmax modo based on the map im modding you will see what crazybump can do if I don t over do it":. forgot to add you can make your SPEC maps based off your normal maps look's way better Edited by DOOM899 on May 31, 2015 at 11:30 PM
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BKTiel
Joined: Mar 18, 2014
strong independent bird needs no cage
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Posted: Jun 1, 2015 12:08 AM
Msg. 9 of 13
Quote: --- Original message by: Mootjuh Its only 150 and you share the license AFAIK. So you can split the costs with a few guys so it's cheaper. I bought them both but I've never used them. IDK what the difference even is between Painter and Designer..
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Cheddars
Joined: Oct 30, 2010
Rave to the Grave.
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Posted: Jun 1, 2015 03:05 AM
Msg. 10 of 13
Quote: --- Original message by: MEGASEAN2812Quote: --- Original message by: bourrin33Quote: --- Original message by: MEGASEAN2812 Nice common knowledge people already know. And modeling High Poly's will always be more efficient. Teach me everything, master! Lesson 1. TO WATCH THE REST OF THIS VIDEO, SUBSCRIBE NOW TO MEGASEANS TUTORIALS FOR A LOW PRICE OF $9.99 AN HOUR. ---------------------------------------------------------------------------------------------- I was told that you should always bake the silhouette of the high resolution model and then (if you want), use texture tools create the detail. Of course I just would not touch any of these applications for specular or diffuse maps though... Edited by Cheddars on Jun 1, 2015 at 03:07 AM
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Super Flanker
Joined: Oct 5, 2012
The length of your life depends on my aim.
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Posted: Jun 1, 2015 05:02 AM
Msg. 11 of 13
Quote: --- Original message by: Mootjuh You could also put all the details you want in the high resolution mesh. Floaters can only get you so far. It's so rewarding to grab your favourite image of say an allen key socket, sprizz it over into Nvidia tools's normal map generator and then apply it to your texture space map. Literally around a minutes worth of effort Vs. what would take perhaps 5-6 minutes for an experienced modeller. (which I am not)
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MEGA_VKNG
Joined: Dec 23, 2013
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Posted: Jun 2, 2015 11:29 AM
Msg. 12 of 13
Quote: --- Original message by: CheddarsQuote: --- Original message by: MEGASEAN2812Quote: --- Original message by: bourrin33Quote: --- Original message by: MEGASEAN2812 Nice common knowledge people already know. And modeling High Poly's will always be more efficient. Teach me everything, master! Lesson 1. TO WATCH THE REST OF THIS VIDEO, SUBSCRIBE NOW TO MEGASEANS TUTORIALS FOR A LOW PRICE OF $9.99 AN HOUR. Edited by Cheddars on Jun 1, 2015 at 03:07 AM Yes, give me money so I can buy GTA.
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Ubermaniac
Joined: Dec 22, 2014
Bleach. Y'know what I mean?
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Posted: Jun 2, 2015 11:30 AM
Msg. 13 of 13
Quote: --- Original message by: MEGASEAN2812Quote: --- Original message by: CheddarsQuote: --- Original message by: MEGASEAN2812Quote: --- Original message by: bourrin33Quote: --- Original message by: MEGASEAN2812 Nice common knowledge people already know. And modeling High Poly's will always be more efficient. Teach me everything, master! Lesson 1. TO WATCH THE REST OF THIS VIDEO, SUBSCRIBE NOW TO MEGASEANS TUTORIALS FOR A LOW PRICE OF $9.99 AN HOUR. Edited by Cheddars on Jun 1, 2015 at 03:07 AM Yes, give me money so I can buy GTA. And use the key for Halo2Vista!
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