Hey guys,
I'm kind of at the end of my knowledge and pretty much tried everything I could think of (never encountered such a problem so there wasn't that much I could think of).
I received a high and low poly mesh (modeled in Maya, exported in FBX) and UVed and exploded it for baking in 3ds Max. I did everything as I normally do it (Render Settings, etc)
When baking now though I get quite a lot of white dots on my normal maps, and also while baking it already is visible on the progress. Some screenshots:
Any input or pointers on what may be going on would be greatly appreciated. Thanks for your time in advance.
Cheers.
Replies
I recently tried it out and it's an extremely powerful tool and doesn't cost you a dime, also I have had no issues with baking out my normal and AO maps.
http://polycount.com/discussion/88372/xnormal-normal-map-artifacts-blue-yellow
and this thread: http://polycount.com/discussion/98373/normal-map-bake-artifacts-warning-9-screenshots
Can't say I have ever had that exact problem in baking, but most baking problems that generate artifacts are from the bias being too constrained, Normals being flipped, or the model needing to be exploded or use a cage.
Also could be the renderer you are using. Is it set to Mentalray? Go to Render Setup to see. Mentalray has had the problem of trying to render both the highpoly and the lowpoly model into the bake.
I've also seen this if the highpoly model has a normal map assigned to it already in its material. For example:
http://wiki.polycount.com/wiki/Texture_Baking#Solving_Pixel_Artifacts