i got the shelf set up, export works now without crashes, in mightybake i set the tangents to maya viewport 2.0 and then i bake but i have some shading errors here and there which i do not get from within maya
Totally agree with C.Fischer, number one feature on the wishlist !
It can save tons of time in the modeling AND Baking process by adding the bevels into the normal map without having to model it. Also works with floating geometry...:)
It works like the smooth edge shader in modo(activated with only one button...), but in maya it's a pain in the XXX to setup it quickly.(Still can't make it work with the part of tuts I've found...)
You speeded up significantly the baking workflow but you could go so much further with this feature.
Awesome, can't live without this software. Any update on unskewed geo normals bake? That would be an insane feature, still a pain with all the uv cutting and having to bake the maps twice and comp the two together.
"Your envelope shape does not affect the shape of the baking direction"
I have always thought that tweaking the direction of ray tracing for each specific edge is a main purpose of "cage" /"envelope" and allows to do a few very useful tricks on all those too low poly meshes in games environments.
I hate that feature in xnormal and Max, takes forever to debug a bake and fiddle with the envelope's shape. Maya's baker also does not have this feature.
Maybe Rob can add a tickbox for those that want the cage shape to affect their projection, I think someone asked for it above a while back.
Baking is not working. Output plain gray map without information about normal. Other maps too. I exported through the script. I downloaded test scene from the message above the stage and it also failed.
I've created a quick breakdown of what we'd like to get out of MightyBake if possible. In Photoshop I'm hand erasing most of the surface normals bake so the edges are seamless, would be amazing if we could have no skewing plus bake across hard edges in the low poly.
Hey Joao how did you model that Master Chief in your portfolio, is it a sculpt, or just modeled in Max? Really nice work, so much detail would love to see your process.
Hey Joao how did you model that Master Chief in your portfolio, is it a sculpt, or just modeled in Max? Really nice work, so much detail would love to see your process.
we usually have a few approval steps
blockout, which is kinda like the basemesh and the phase we often use the most time on, all shapes there, very light topology so changes are easy
highpoly, taking the basemesh and detail it, add support geo, floaters, use quadchamfer or doublesmooth - once this is approved we do a quick cleanup pass, kill most of the modifiers, and clean up the problematic areas coming from either quadchamfer or doublesmooth
lowpoly, with testbakes
after that it goes into texturing and the female shape.
most of our guys work in max, but we also have people using, blender, xsi or maya. we're having a hard time integrating zbrush into the hardsurface workflow. Some artists use it in the blockout stage. And it is in general much faster, but in turn it means throwing almost all of it away and remodel it to get a clean highpoly. making the highpoly phase a lot slower.
@malcom thanks , glad you like it and yup , neox pretty much said what we do workflow wise but if you can , look onto the issue neox pointed , like i said , its what is stoping us from relying on mightybake.
Joao we're not seeing any issues like that for environments at our studio. I've worked through several similar issues with Rob (the MightyBake guy) via e-mail though before we decided to purchase licenses for the team.
I'd recommend creating a non NDA breaking test scene and just e-mail it or drop box it to Rob so he can debug the results, we've done that several times and Rob has been able to fix the bugs for us, hence we purchased licenses for our guys. Also one of the reasons I evangelize the software so much is all the great support we've received.
Sorry that it's not working for you. It sounds like it's running out of memory. How much ram do you have and how much ram on your GPU? How big are the files you are baking?
Are you on Mac or pc? Are you using maya or max?
If you are comfortable posting the files I can try to debug it.
So I have been playing around with the demo and I keep getting this "Bad Allocation" error when I try to bake. Whats the problem with this?
Maybe this is not related,but this happened to me too; however, this happens only if I forget to remove transformations in 3ds max. After I remove transformations that issue disappears.
I'd like to request an automated tesselation bake function which applies the subdivisions just for the bake. Maybe smoothing them for some surfaces since i think Earthquake mentioned curved suraces have trouble with tesselation?
Seems like it would be impossible not to own MB with that functionality along with the rounded edge shader thing and better Max and Modo support (like it is in Maya now ie watch malcolm's MB tuts).
Hey, we're having a bug where bakes will sometimes have little black dots on the objects. We've narrowed it down to being really stretched triangles on the high poly. This seems to be caused by decimating the mesh in Zbrush first, if we bake the quad model the errors are not there. I've sent in a test file with a black dot right in the center of the low poly. Can you please take a look, this is killing us at the moment.
Hey, we're having a bug where bakes will sometimes have little black dots on the objects. We've narrowed it down to being really stretched triangles on the high poly. This seems to be caused by decimating the mesh in Zbrush first, if we bake the quad model the errors are not there. I've sent in a test file with a black dot right in the center of the low poly. Can you please take a look, this is killing us at the moment.
why do you decimate in the first place? i know it will speed up baking yadayada but the quality might suffer, you risk borked up shading or weird triangles as in your case
I believe the artist wanted to bring it into Maya so he decimated to make it usable in Maya, for the time being I've suggested decimating to quads or just baking the model directly without lowering the polycount.
why do you decimate in the first place? i know it will speed up baking yadayada but the quality might suffer, you risk borked up shading or weird triangles as in your case
just curious, what's your workflow with baking if you don't decimate? i find it to heavy to be working in files that are +40mil. and impossible to get into maya. (offsetting in zbrush is a pain)
He decimated into quads to get around the bug then imported into Maya. But working the other way around would actually save you an export step because MightyBake can accept zbrush .obj as well as .fbx so importing the decimated file into Maya is just another step and yet another export to then bake it.
I would recommend lining up the low poly in Maya rather than the other way around and then just bake the high poly exported directly out of your sculpting app.
For example, export decimated version into Maya, line up low poly and envelope if you need one, export the low from Maya, then input the high poly from Z directly into the baker.
just curious, what's your workflow with baking if you don't decimate? i find it to heavy to be working in files that are +40mil. and impossible to get into maya. (offsetting in zbrush is a pain)
just offset the basemeshes, you could even use the exploded basemesh as a morphtarget.
Luckily i never had to bake such dense meshes in maya, tho 20mil did happen.
Maya is just ultra slow on anything regarding baking. but i thought this was about mightybake, which should eat 40 mil easily.
(Feature) FBX 2016.1 support (Works with Maya 2016 now)
(Feature) FBXs from MAX now fully supported
(Feature) License server cancel lease button
(Fix) Grey background for normal maps now 50%, 50%, 100% RGB
(Fix) Occasional black dot misses due to bad geo should be dramatically reduced
For those interested, I've locked onto a solution for rounded normal baking. Im still polishing it and hope to have it ready for the next release.
I have a feature request for when you implement the rounded edge normal baking. Could you add a setting that changes the width of the round edge? It would be nice to have some control over how tight the make the edge bevels.
Replies
anyways
i still can't say it is 100% synced to maya
i got the shelf set up, export works now without crashes, in mightybake i set the tangents to maya viewport 2.0 and then i bake but i have some shading errors here and there which i do not get from within maya
Hi and thanks for the quick support !
Totally agree with C.Fischer, number one feature on the wishlist !
It can save tons of time in the modeling AND Baking process by adding the bevels into the normal map without having to model it. Also works with floating geometry...:)
It works like the smooth edge shader in modo(activated with only one button...), but in maya it's a pain in the XXX to setup it quickly.(Still can't make it work with the part of tuts I've found...)
You speeded up significantly the baking workflow but you could go so much further with this feature.
See here and there :
http://www.polycount.com/forum/showthread.php?t=71995
http://www.polycount.com/forum/showthread.php?t=147834
Cheers
We've posted a new trailer that shows the features of MightyBake. Let us know what you think!
[ame="https://www.youtube.com/watch?v=hcRINdVtpus"]video[/ame]
iMightyBake.
something that looks like either the triangulation is different or the tangentbase
i think this should show the problem, without breaking any NDA, as mos of the stuff I am testing is project related i can#t show you the full model.
I am on Maya 2014
Yup, i want to know that to:)
I have always thought that tweaking the direction of ray tracing for each specific edge is a main purpose of "cage" /"envelope" and allows to do a few very useful tricks on all those too low poly meshes in games environments.
Maybe Rob can add a tickbox for those that want the cage shape to affect their projection, I think someone asked for it above a while back.
Any words on this issue ? this is what is stopping us from using mightybake instead of Maya
we usually have a few approval steps
blockout, which is kinda like the basemesh and the phase we often use the most time on, all shapes there, very light topology so changes are easy
highpoly, taking the basemesh and detail it, add support geo, floaters, use quadchamfer or doublesmooth - once this is approved we do a quick cleanup pass, kill most of the modifiers, and clean up the problematic areas coming from either quadchamfer or doublesmooth
lowpoly, with testbakes
after that it goes into texturing and the female shape.
most of our guys work in max, but we also have people using, blender, xsi or maya. we're having a hard time integrating zbrush into the hardsurface workflow. Some artists use it in the blockout stage. And it is in general much faster, but in turn it means throwing almost all of it away and remodel it to get a clean highpoly. making the highpoly phase a lot slower.
+1!
I'd recommend creating a non NDA breaking test scene and just e-mail it or drop box it to Rob so he can debug the results, we've done that several times and Rob has been able to fix the bugs for us, hence we purchased licenses for our guys. Also one of the reasons I evangelize the software so much is all the great support we've received.
- the normal maps for both (just cut out to the region you are pointing at)
- the wireframe with normals displayed?
Cheers,
Rob
cheers
Steffen
Are you on Mac or pc? Are you using maya or max?
If you are comfortable posting the files I can try to debug it.
Rob
Maybe this is not related,but this happened to me too; however, this happens only if I forget to remove transformations in 3ds max. After I remove transformations that issue disappears.
8 gigs of ram, 2 gigs on GPU
Seems like it would be impossible not to own MB with that functionality along with the rounded edge shader thing and better Max and Modo support (like it is in Maya now ie watch malcolm's MB tuts).
why do you decimate in the first place? i know it will speed up baking yadayada but the quality might suffer, you risk borked up shading or weird triangles as in your case
just curious, what's your workflow with baking if you don't decimate? i find it to heavy to be working in files that are +40mil. and impossible to get into maya. (offsetting in zbrush is a pain)
I would recommend lining up the low poly in Maya rather than the other way around and then just bake the high poly exported directly out of your sculpting app.
For example, export decimated version into Maya, line up low poly and envelope if you need one, export the low from Maya, then input the high poly from Z directly into the baker.
just offset the basemeshes, you could even use the exploded basemesh as a morphtarget.
Luckily i never had to bake such dense meshes in maya, tho 20mil did happen.
Maya is just ultra slow on anything regarding baking. but i thought this was about mightybake, which should eat 40 mil easily.
I just posted version 1.4.4 to the website, http://www.mightybake.com/demo. Below are the release notes.
Version 1.4.4 Aug 16 2015
(Feature) FBX 2016.1 support (Works with Maya 2016 now)
(Feature) FBXs from MAX now fully supported
(Feature) License server cancel lease button
(Fix) Grey background for normal maps now 50%, 50%, 100% RGB
(Fix) Occasional black dot misses due to bad geo should be dramatically reduced
For those interested, I've locked onto a solution for rounded normal baking. Im still polishing it and hope to have it ready for the next release.
Rob
[ame="https://www.youtube.com/watch?v=lCfuBbLf4dc"][/ame]
I have a feature request for when you implement the rounded edge normal baking. Could you add a setting that changes the width of the round edge? It would be nice to have some control over how tight the make the edge bevels.
Keep up the good work!