Rezise window (If i remember correctly previous versions allowed this
Scroll with mouse wheel.
Cavity map has no help info despite having a "?" box
Models Tab
Drag and drop meshes onto projection group would be easier to deal with a large number of meshes
Hide projection groups.
Move project groups for a specific order
Toggle to turn cage on/off
Toggle meshes on and off.
Output Tab
Baking presets maybe like a quick bake option for testing)
Cancel bake
Bake error "No high models specified for projection group X" should either use the name of projection group or add numbers to each projection group in the "Models" tab.
Add, bake wireframe.
Floater edges being baked onto cavity map
Settings Tab
Force global smooth for high poly
Set a default ray offset per project or have projection groups
Better color picker (maybe be able to sample color on screen, between applications
Things I liked about Handplane Baker
Fast Bakes
Ability to assign materials to high poly objects and bake material ID map off of it.
So I plan on finishing the competition anyways, I've done the high poly which includes floaters (which is why it kind of looks weird on the top) and extra pieces. Now I need to work on the low + UV before I can bake.
Just as a heads up- at least one of your floaters sits really far off of the surface. You will have a much easier time get a clean projection if it is kept closer together.
What smoothing errors are you having? Can you show pics along with you mesh export and import settings?
Also two of the features on your list are already in handplane:
Rezise window (If i remember correctly previous versions allowed this). There is a triangle in the bottom right of the window you can grab to resize.
Cancel bake - Bakes can be canceled. The bake button turns into a cancel button
I'm actually just trying how to make the tangent space map look similar to the object space, it seems like it didn't bake out the flat parts correctly. So tomorrow, i'll be trying to narrow down the problem along with adding adjustments to the mesh. I'll post settings next update.
Thanks for telling me where the resize and i didn't notice that the buttons changed from bake to cancel
As a quick test I loaded it into substance - I have found that to be a very close match for unreal 4:
Can you post your marmoset 2 settings? Its been a long time since I have used marmoset so off of the top of my head I can't 100% remember how it works. Make sure marmoset is in the correct tangent space. You also need to make sure you are loading mesh normals from the file but are not loading mesh tangents, they need to be calculated and not loaded.
For the material side, they only thing i change is that I flip the green channel. Tangent space for objects are set to Mikk/xNormal. I also converted OS map to tangent using xNormal and got similar results (I didn't make any pics of it mapped onto the mesh though)
Bunch of people are getting that issue, basically you're getting that faceting from the highpoly not having proper smoothing/normals. Try subdividing your highpoly again and rebaking
try increasing the Max Curvature and PIxel Sample Radius. Start with Max Curvature of 150 and Pixel Sample Radius of 40 or something and take a look if your result gets the way you want it. Than bring your Pixel Sample Radius down to a good result.
Does anyone know what those reinforced structures are called? The purpose of it is to make an object stronger by using less material. I know its related to "I, T, L" Beams, if im not mistaken
Replies
Baked Normal maps for testing
Results + things to do:
- Some waviness in the floaters (possibly due to cage?)
- Figure out how to fix smoothing errors (?) on the Tangent Space Maps
- Re-mesh the inner side of the base due to strange offest (replace with floater)
- Add some floaters where studs intersect
- Vertex colors (?)
Object Space (Left) Tangent Space Normals (UE4) (Right)Features I'd like implemented on Handplane baker:
Also two of the features on your list are already in handplane:
Thanks for telling me where the resize and i didn't notice that the buttons changed from bake to cancel
- Refined High Poly, Low Poly, UVs
Export options (both high poly and low poly)Left: Object space normal
Right: Tanget Space normal (UE4)
Application: Marmoset 2
Can you post your marmoset 2 settings? Its been a long time since I have used marmoset so off of the top of my head I can't 100% remember how it works. Make sure marmoset is in the correct tangent space. You also need to make sure you are loading mesh normals from the file but are not loading mesh tangents, they need to be calculated and not loaded.
Tangent space for objects are set to Mikk/xNormal.
I also converted OS map to tangent using xNormal and got similar results (I didn't make any pics of it mapped onto the mesh though)
.
Also, did you try it without inverting the green? The green channel is oriented correctly for unreal 4.
We don't have a tangent space setting specifically for Unreal 4.
Tangent space: Left
Object Space: Rigo
Model, with curvature map applied as color, no idea why it baked that way.
try increasing the Max Curvature and PIxel Sample Radius.
Start with Max Curvature of 150 and Pixel Sample Radius of 40 or something and take a look if your result gets the way you want it. Than bring your Pixel Sample Radius down to a good result.
New Update:
Almost finished this hand-plane, it has no mesh errors that I'm aware of yet, and I just need to finish texturing.
Does anyone know what those reinforced structures are called? The purpose of it is to make an object stronger by using less material. I know its related to "I, T, L" Beams, if im not mistaken
Finished High/Low and baking.