Hi guys. I have a problem. Experienced Max user here, and I was making a little stick grenade, just as a portfolio piece. Trouble is, I cannot for the life of me ge it to bake properly. Shown below are the low poly and high poly, along with the object names.
The head section of the high poly has been split into multiple objects, but all named as head_high (this I believe should be fine for the bake?). Most of the hp is just chamfering of edges. nothing too fancy.
Using Max 2021, and an older version of SP.
Problem is, I keep getting crappy bakes in substance, like below:
I've made sure both hi and low are exported an the origin point and overlap perfectly in max.
I've tried resetting xform on all objects in max
I've Converted all objects to editable mesh, then back to editable poly.
I've unified normals on every object, both high and low.
I've tried baking Match method to 'always' instead of 'by mesh name'
I've tried using the low poly mesh with smoothing groups applied, and no smoothing groups.
I've baked dozens of objects in SP before, never had trouble like this. I cant think, what simple, stupid thing am I missing. Would appreciate any help. This is an older model i started a few years back and just wanted to finish it - could it just be corrupted somehow?
Cheers
EDIT - EXTRA INFO:
File was exported as fbx, both the low and the High.
UV Map is shown here:
I have attached my high and low poly fbx files, as well as the 3ds max file. the max file might be slightly different to the fbx as i have tinkered with it slightly since!
Replies
What does a regular uv checker grid look like on the lowpoly (with letters and numbers, something like this: http://wiki.polycount.com/wiki/File:Uvrefmap_grid_small.jpg)
A couple things to try:
Make sure the verts aren't split:
Vertex Weld modifier, tweak the threshold.
Remove all edited normals:
Edit Normals modifier on the low, "Normal" sub-object mode, select all, hit the Reset button.
Collapse the stack.
Smooth modifier, Auto Smooth.
What file format are you exporting from Max? If FBX, have you tried a different version of the exporter? Or better yet, try OBJ instead.
Thanks FAbi - I have attached the 3ds max file, as well as the fbx files of the high and low poly to the original post.
I flipped those and it bakes as expected in Painter.