Hi there,
I'm following Tobbias Koepp tutorial, and i'm at the baking part. He bakes with maya, and he uses "hard edge / soft edge'.
But I m on 3DSMAX, and we haven't this option.
When I m bake in Substance Painter with 1 Group smooth, it's perfect :
but when I import in Marmoset or 3Dcoat, it's really weird
I tried to bake with xnormal, but same issue when I import in 3Dcoat
Conclusion : my baking is perfect only in Substance ( but when I export in other soft, it doesn"t work ). In all other software, I've odd seams.
How to do the perfect baking ? I tried to use cage, without result.
Thanks really much,
A.
Replies
I reread the post. I guess you have no smoothing splits and those artifacts are just shading errors.
Obscura's advice is the first thing I would check.
My workflow is :
- 3d block out
- refine block out shapes, and add chamfer on all border
- make uvs
- import and sculpt in Zbrush
- Set smooth group ( juste one, my better result for now, in substance )
- export High poly, LP and Cage
- bake
Tobbias Koepp adds the step to set hard edge and soft edge on borders, but I don't know how to do it in 3dsmax...
@AlexMoody > Do you mean I have to set one smooth group for each uv part ?
http://polycount.com/discussion/107196/youre-making-me-hard-making-sense-of-hard-edges-uvs-normal-maps-and-vertex-counts/p1
Swizzle is the direction of the axes. Like its y+ or -.
Also look up "mikk tangent space".
@BradMyers82 > Yep, why not in marmoset ! but it doesn't change my problem about group smooth and tangeant ( this step is before the baking )
For example : Marmoset prefer 1 groupsmooth like Substance ? or many gorup smooth ?
@Semi I'll check, thanks