Textures are created in Substance Painter following typical PBR conventions. , which are most noticible in shiny and metallic items.įor more information and other useful tips on how to get the best results out of your Normal Map bake, please seeĪll character clothing and armor textures should use the following texture naming conventions: FBX should also have an ‘Edit Mesh’ modifier to make sure it will have the same triangulation inside Unreal. To make sure the triangulation is matching the one inside 3ds Max. The lowpoly model exported for baking and texturing FBX mesh should still hold these Smoothing Groups at the time of importing to Unreal. (It only allows you to do this operation one object at a time, so make sure you apply this to all lowpoly objects in your scene, one at a time.) The final. The easiest way to do this is to use a plugin for 3ds Max calledĪnd selecting the tool ‘Smoothing Groups from UV shells’. In order to make sure we get the best, and correct, results out of our Normal map, there are a couple of things to have in consideration before baking the Normal Map.īased on the UV shells of your lowpoly model.
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