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Baking Maps from High Poly Models

polycounter lvl 4
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xXCrimsonWolfXx polycounter lvl 4
So I've been trying to model solely with high poly models and try to texture them. (somewhat following Tor Frick's workflow)

I just tried to bake out an AO using the new MTB 3, but this occured.

I didn't send the rays too far, and I didn't get this result before on a cylindrical mesh.

Tried another mesh and this time the squares were dark.


The way I UV mapped it was I would make the low poly (with supporting edge loops and whatnot) and would then covert smooth mesh preview to polygons, using a subdivision level of 2. I then go back and unfold and smooth out the now subdivided UV's and send to MTB to bake.

Would anyone know how to get rid of these squares? Thanks :3

Replies

  • DavidCruz
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    DavidCruz interpolator
    Important: I don't have MTB 3 but there is a section for MTB on the forums where you might want to move this to, mod.  http://polycount.com/categories/marmoset

     Different material from zbrush, you might have been examining mats painted it once and forgot that when you repainted it with another, you forgot that space to paint over.

    You have to go over the original high with zbrush paint that area export it again and you then should get whatever it is you are after. At least that is what happens in zbrush so if you used zbrush and trying to baked polypainted info from idk an obj then this would be the thing i would check otherwise i don't have MTB 3.
  • vertex_
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    vertex_ polycounter lvl 7
    I've had issues like this before that were fixed by simply doing an automatic UV unwrap on the model.
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