![]() RAM: Lexar Ares 7200Mhz RGB DDR5 Memory Review - Hardware Asylum.Ĭase: Cooler Master Qube 500 Flatpack Macaron Edition Mid-Tower Chassis - TweakTown. RAM: Kingston FURY Renegade RGB 32GB DDR4 3600MHz CL16 Dual-Channel Kit - Nikk Tech. ![]() PSU: MSI MEG Ai1300P PCIE5 PSU - OCinside. ![]() Motherboard: ASUS ROG Strix Z790-E Gaming Wi-Fi II Motherboard - TweakTown. Monitor/Projector: Asus ROG Swift PG32UCDM Review - TechSpot. Mini PC: GEEKOM Mini Air12 Review- An affordable Intel N100 mini PC with DDR5 memory and PCIe Gen 3 storage - Liliputing. Microphone: Maono WM620 Wireless Microphone - Christ Centered Gamer. Keyboard: NZXT Function 2 Review- Surprisingly. Keyboard: Corsair K65 PLUS WIRELESS 75% RGB Mechanical Gaming Keyboard - TweakTown. Keyboard: Cooler Master MK770 Review - APH Networks. Graphics Card: Sparkle Arc A380 Genie Review - TechPowerUp. Game Controller: GameSir T4 Cyclone Pro Review - IGN. I used auto wrap per uv set just to show the workflow. I got four poly groups, four surface mode layers, the names are the same and have 4 created uv sets. ""Important"" and is a strict requirement the Polygroup layers and Voxel / Surface mode layers must have the same exact name for Names Correspondence to work. That video is very old but still does cover the basics. Separate your separate voxels or surface mode model layers into more than one uv set as the Sequential Texture baking video says. It will prevent occlusion and intersection errors of sculpt room voxels or surface model layers. To make it clear Sequential Texture Baking, or Names Correspondence will not bake and create a normal map for each volume with just one uv set. I do not know if the voxel / surface mode models are appearing in the paint room in your scene so hence the above question. ![]() If you want one uv set increase the uv set resolution for better quality when baking from the retopo room. Now you will see the normal mapped low polygon model in the paint room to check for quality. The voxel and or surface models can overlap and hide the baked painting room mesh. Look under the View menu and deselect Show Voxels in Painting Room if it is selected. "Question" are you looking at the voxel, surface room objects in the paint room. ![]() Make sure all your normal map import settings are correct in SP and you are working at the same resolution as in SP that the normal map was created in. What is not making sense is the normal map detail you see in 3DC should be the same in SP. ![]()
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