WTFFF🍺 the game has been changed by that modifer.... Retopology!! its forward thinking i hope u r team Boost it as much as possible. keep continue guyz this feature is awesome
Ok, so what I have understood from this video is, we have a scan and it's a high-to-low poly projection ? Right. And that smooth modifier, oufff sick, been into scanning and was using the old auto smooth. Didn't know about it. Thanks
For a tutorial on texture baking, the texturing baking part is going a bit too fast for me. You are doing something at @5:55 and get some [Pro].... modifier added...
At 5:55 I’m setting up my projection for texture baking. This is what allows me to capture all the details from my high res model into texture maps. For this I set the ‘Projected From’ column in the Texture Baking dialog to ‘Pick from scene’. I than picked the high res model from the scene explorer. The Projection modifier is applied automatically here to the high res model. Here you can make adjustments to the projection cage. You want to make sure the cage encompasses all the geometry or you will have errors when baking. In my case I’m using mostly default settings except that I reset and pushed the cage outward slightly. Hope this clarifies the workflow.
WTFFF🍺 the game has been changed by that modifer.... Retopology!! its forward thinking i hope u r team Boost it as much as possible. keep continue guyz this feature is awesome
incredible video, for real rendering fans, arnold rules.
vray :D
Did a few things a little too quickly, but I was able to figure it out using , and . to frame step through the video :P Thanks!
Ok, so what I have understood from this video is, we have a scan and it's a high-to-low poly projection ? Right. And that smooth modifier, oufff sick, been into scanning and was using the old auto smooth. Didn't know about it. Thanks
For a tutorial on texture baking, the texturing baking part is going a bit too fast for me. You are doing something at @5:55 and get some [Pro].... modifier added...
At 5:55 I’m setting up my projection for texture baking. This is what allows me to capture all the details from my high res model into texture maps. For this I set the ‘Projected From’ column in the Texture Baking dialog to ‘Pick from scene’. I than picked the high res model from the scene explorer. The Projection modifier is applied automatically here to the high res model. Here you can make adjustments to the projection cage. You want to make sure the cage encompasses all the geometry or you will have errors when baking. In my case I’m using mostly default settings except that I reset and pushed the cage outward slightly. Hope this clarifies the workflow.
MUY BUEN VIDEO!! GRACIAS!! SALUDOS!!
Did new bake to texture can bake displacement map like mudbox?
You can bake height maps
I have not seen this button or function "PBR Import" in 3d max
Available in 2021.3
thanks for tut :)
What render engine is that?
Hi. I didn’t use any render engine. This is all in the viewport. Arnold was used to bake the textures out, if that’s what you were referring to.
This has far less views than it deserves.
Share! And thanks btw, means a lot.
@@josem.elizardo9427 yeah because of the key words in title... needs sth like: Retopology modifier / topology in 3ds max or sth like that
Thanks for the tips, I’ll adjust my title.
@@josem.elizardo9427 we will see the result