Create real-time hair in we'll walk through my workflow of creating real-time, game-ready hair. Everything is made in Blender 2.8, besides baking which is done in Xnormal (free software). https://t.co/YLpiz3jZf8

5 32

Create real-time hair in we'll walk through my workflow of creating real-time, game-ready hair. Everything is made in Blender 2.8, besides baking which is done in Xnormal (free software). https://t.co/R9UwyQp3Mt

5 45

any baking geniuses around??? i get these weird artifacts on my WS/curv/position maps when i bake, but nothing weird on my nm/ao map?? the mesh is completely smoothed out and there's nothing weird on the high poly either 🤔
happens in marmoset, substance painter and xnormal 😭

0 2

Create real-time hair in we'll walk through my workflow of creating real-time, game-ready hair. Everything is made in Blender 2.8, besides baking which is done in Xnormal (free software). https://t.co/HT5lvwKrLF

10 43

Create real-time hair in we'll walk through my workflow of creating real-time, game-ready hair. Everything is made in Blender 2.8, besides baking which is done in Xnormal (free software). https://t.co/sRz20Y9NIF

4 41

Create real-time hair in we'll walk through my workflow of creating real-time, game-ready hair. Everything is made in Blender 2.8, besides baking which is done in Xnormal (free software). https://t.co/x5QV2ginsw

11 55

Blender Challenge Day Baked Normals!

There are some visible artifacts going on with the frizzly part and the intersection between the arm and the body, but overall I'm happy with the result here.

4 23

ทำไมไม่มีคนวาด christmasAUXnormal เลย เลาว่าแม่งค่ดดีเลยนะ

0 0

Screen capture from Reality Capture for the scan itself. Ended up going in with a small brush in Zbrush to smooth it out a bit. Then I made a low. Baked the detail down with xNormal. From xNormal I got an Open GL Normal map. Converted that to DirectX Normal for painter...

0 2

you can also use the individual channels as overlays to test how they'll interact with the base texture (example texture is from an old minecraft texture pack, ran that through xnormal with some smart blur and posterization)

0 0

I'm finally finished!! Based on Thomas Mahon's concept art. Had a lot of fun seeing this come together c:


8 22

WIP of a game character for an italian indie team (concept by Pasquale Mangano).
Texturing in is always fun and simple.
Other software used: xNormal

14 106

ポリゴンリダクションテスト。UVは補正入れたほうがよさげ。
Simplygonの無料版でも試そうとしたけど、この面数だと渡せないなぁ。リダクション後の補正は、xNormalでできるかも。

2 2

焼きテスト。
忘れたディティールと微細なディティールは後ほど追加。
xNormalでカラーも焼けるよう仕込んだので手書き箇所はほぼ無しかと、多分。

LTだと強制的に使うTutleテクスチャベイクはどうにもボケるので好きになれない…

2 6

Using xNormal I generated normal maps, AO, and bent normals (for lighting). The last pic is the final diffuse map.

0 3