About the Decisive Importance of Baking 16 Bit Normal Map in Modo when working with Quixel Suite or for any PBR oriented Workflow

So I’ve dig a bit more on the workflow to make good PBR ready Assets to be used in Unity or any tool as MarmosetToolbag. QuixelSuite 2 have came out since a few days at that time.

As far as i remember, I’ve got plenty of bugs and issue trying to use correctly Normalmap. and in those issue, their is one that have kick my head for a long time. And now as I’ve fixed it, i must share it.

Keep in mind that, this nDo Project was made in 8 Bit. Not in 16 Bit, that could explain those errors by loading an 8 bit file into a 16 bit project…Ughhh)

So here you could see 2 different maps that I’ve imported into the nDo PSD file project. You may not see any difference, but there is.

One was made by overlaying independently an 8Bit & a 16Bit NormalMap baked into Modo using the simple BakingUI Script on a simple mesh. Notice that I’m using a Cage MorphMap during the baking to prevent any RayTracing missed error.

As you might see here with a magnified view in the 3Do viewer, there is some weird Artefact that appear on the 8 Bit instead of in the 16 Bit.

Even if we are working in 8 Bit in that nDo Project, flat areas in the model got too many artifact and that’s really annoying. especially for HardSurface Model.


8Bit Baked Normalmap (Yes Artifact and not Artefact ;^)


16Bit Baked Normalmap (Yes Artifact and not Artefact ;^)

So, to conclude:

Take in mind, that you Should Bake all your Normalmaps in 16 Bit ANYTIME (PNG or TIF file format), even if you want to produce 8 Bit Normalmap at the end of you process.


Clic here to view larger image

IPackThat & Modo Flavor.

Having so much fun with the « Copy/Paste UV position » in Modo 901 and IPackThat. It’s been a long time since i wait for that features in Modo, as it’s in Maya since a long time (« Transfert Data »). With IPack That on the side, it’s so sweet and quick to layout UV’s perfectly. Also Color’s UI look like they match closely between the two ;^D



The process is easy.

Lire la suite

Matching Render in Modo as well as in Sub Painter. « How-to » – First Try = FAIL

I’m experiencing some issue displaying the same PBR Rendering as SB Painter in Modo. I’m looked into some forum thread like those from Wes McDermott here and some on modology.fr (Modo French User Forum), but didn’t found how figured out the same render in both software. So here i’m trying to find a workaround to this challenge. I’m probaly doing it in a wrong way but that is a good way to get involved with tools. So feel free to comment on the original forum Allegorithmic.

Setup both Software to Match the same result of Sub Painter viewport and Modo Render. Lire la suite

Enhanced PipelineIO_Menu by Smoluck for Ariel Chai

Extended PipelineIO Menu for Modo 701/801

I’ve made a « tweaked form menu » for the PipelineIO (InOut) from Ariel Chai scipt suite. For more information about that script and that tweaked form you should go to the TF community forum.

Thanks Ariel

Thanks Ariel


Before installing this form, you should create a new directory « TEMP_OBJ » in order to export you resulting meshes to your C:\TEMP_OBJ\.

(if you’re on a mac, edit the cfg and define the output directory you want & save it)

This enhanced Menu is composed with many combination for exporting your meshes. You will export the mesh named with some suffix related to the way you’ve exported them. It export files as OBJ or FBX.

Final_OBJ_BVSTM.OBJ will got those settings:

  • B_UVBorder (Sets “HardEdges” selection set to selected UVmap borders. (used for vertex normals) Edges in “SoftEdges” selection set wion’t be effected.)
  • V_UseVertexNormal (Uses selection set « HardEdges » to split vertex normals, for custom .obj format.)
  • S_SplitHardEdge (Splits “HardEdges” selection set on the geometry.)
  • T_Triangulate (Triangulates mesh – since it randomizes vertex order, exporting cages should be used with the PP tag.)
  • M_MorphmapExplode (Apply Morphmap named “Explode”)


A UV Packer that you should take a look into ! God Bless IPackThat

If you’re actually working on UV layout, I ‘ll probably suggest you to take a look at the work of Snoelk from Germany – Technical Artist at
Piranha Bytes.

He have post an interesting thread (through Polycount forum) on is new Standalone UVpacker, still currently in dev and in Beta but still promising CG tools: IPackThat

Please tell her your support on Polycount or CGtalk for that upcoming « CG amazing must-have tool » !

I’ve take a look on it, and i could say that it’s really promising for the result you can got in few minutes. The next image will talk about that better than more words:


26 % of wasted space in 6 mins > compared to my 21 % on my hand made layout in around 4 h of tweaking.


 And for the Fun after 8 Run to find the Best solution it goes down to 18 % of Wasted Area. So Good !


Launching my CG Channel VideoStream via Twitch TV.

Working on common tools: ZBrush, Modo, PS, AI, Marmoset, Substance, dDo.

TwitchTV Channel

MaxScript Issue – Enable/Disable Command (Just Switchable)

MaxScript « Bad Day »

I’m so sad to see that in MAX you can just switch from one command to another and back and forth… Why do they didn’t had the possibility to Enable or Disable an option/command instead of just switch it (nobody cares about the position A or B….seriously).


Here is just a little script to clean a scene in order to focus (Zoom) onto the scene and go to a Maximized Perspective view – Shaded with Wireframe:

    actionMan.executeAction 0 « 40182 »  — Views: Perspective User View
max vpt persp user
actionMan.executeAction 0 « 50026 »  — Tools: Maximize Viewport Toggle
max tool maximize
actionMan.executeAction 0 « 550 »  — Views: Viewport Visual Style Shaded
actionMan.executeAction 0 « 40078 »  — Views: Show Home Grid
max showhomegrid
actionMan.executeAction 0 « 310 »  — Tools: Zoom Extents Selected
max zoomext sel
macros.run « DragAndDrop » « Macro8 »


But now as you can see i can’t go directly to Hide/Disable Homegrid…

If i open a file with  homegrid in the viewport, i will switch it on and that’s not what this script is supposed to do.


I’ve search that on internet but i couldn’t find that tricks:


Maxscript command List.