Outgang has become my favorite channel for Learning the diverse techniques and in depth explanations of 3D....Thanks for making such awesome content accessible....and Happy Holidays in Advance😇
I wish I had these videos when I was learning by myself 5 years ago. I am so glad that the new generations have this type of free content that I 've lerned by try and error inside the industry. Now that I am a teacher, I recomend all your videos, so if you have Argentinian viewers now you know why haha. Thx Laura!
Good stuff. The normal map was baked with the triangulation method that 'looks correct' in marmoset. Everything gets rendered as triangles, which is why you should always make sure that your model is triangulated the same in the package you model with, and the package you render with. So let's say you maintain your model as quads in Maya, but you triangulate it in there, render the normal map, and then whenever you're ready to render it, make sure you triangulate it again in Maya so you maintain matching triangulated topology that works with your normal map.
You throw the mesh into blender and use the mesh check addon. Then in the overlays menu, you'll get a checkbox. Then you are able to view all Tris, piles, open edges and other issues the mesh might have. It's very useful when you want or need to fix issues in a mesh object
There is a whole forum in polycount dedicated to normal maps, that explain the importance of using hard edges, the tangent calculation and normal bleeding with allot of tests an examples. Only allways remeber that if you put a hard edge, you are actually splitting the mesh, and for the normals to render correctly, you need to place a UV seam.
Hm it’s really helpful to learn from the problems that other people are having. It really makes me think why things are happening in the first place and it expands my knowledge about technical side of things. Thanks outgang! I really love your learning platform and find it truly helpful.
Good video Laura. 👍 it would be nice to explain your fbx export settings. I mean tangent space workflow or mikktspace workflow. Many beginners are confused with this topic. This is the first thing i teach to my students in order to synchronize the 3d model with the Baker and the 3d Engine.
I use 3ds max and this was always a problem for me when baking with substance painter. What I do is export a LP_baker file that is triangulated. I triangulate by applying an "edit mesh" modifier and, if exporting fbx, I check the "triangulate" option.
Outgang has become my favorite channel for Learning the diverse techniques and in depth explanations of 3D....Thanks for making such awesome content accessible....and Happy Holidays in Advance😇
I wish I had these videos when I was learning by myself 5 years ago. I am so glad that the new generations have this type of free content that I 've lerned by try and error inside the industry. Now that I am a teacher, I recomend all your videos, so if you have Argentinian viewers now you know why haha. Thx Laura!
Thanks a lot for spreading the word Noah!
Good stuff. The normal map was baked with the triangulation method that 'looks correct' in marmoset. Everything gets rendered as triangles, which is why you should always make sure that your model is triangulated the same in the package you model with, and the package you render with. So let's say you maintain your model as quads in Maya, but you triangulate it in there, render the normal map, and then whenever you're ready to render it, make sure you triangulate it again in Maya so you maintain matching triangulated topology that works with your normal map.
I showed this video at least 3x to my students :) Thank you for synthesizing this topic so eloquently. You're awesome!
You throw the mesh into blender and use the mesh check addon. Then in the overlays menu, you'll get a checkbox. Then you are able to view all Tris, piles, open edges and other issues the mesh might have. It's very useful when you want or need to fix issues in a mesh object
thank youu !!!!
The more videos I watch here the more I realize that this is the channel I was looking for
Thank you for such a scrupulous approach to 3d!
Happy to be of help Kyrylo. Keep on rocking!
thank you
There is a whole forum in polycount dedicated to normal maps, that explain the importance of using hard edges, the tangent calculation and normal bleeding with allot of tests an examples. Only allways remeber that if you put a hard edge, you are actually splitting the mesh, and for the normals to render correctly, you need to place a UV seam.
Hm it’s really helpful to learn from the problems that other people are having. It really makes me think why things are happening in the first place and it expands my knowledge about technical side of things.
Thanks outgang! I really love your learning platform and find it truly helpful.
Thanks for the kind words Tomoya, glad to be of help!
Thank you!!
Good video Laura. 👍
it would be nice to explain your fbx export settings. I mean tangent space workflow or mikktspace workflow. Many beginners are confused with this topic. This is the first thing i teach to my students in order to synchronize the 3d model with the Baker and the 3d Engine.
Thanks Please Learn more about texturing trips, Thanks
I use 3ds max and this was always a problem for me when baking with substance painter. What I do is export a LP_baker file that is triangulated. I triangulate by applying an "edit mesh" modifier and, if exporting fbx, I check the "triangulate" option.
Ear piercing ess hurt my ears. Sorry. Can I fix your audio?
Ok cool but.. is bro a dude or a girl? like wtf 💀