Thank you for your replies. The issue is I can't get the baked version to look like the procedural. My workflow is usually to: use Bevel Shaders for a high to low bake, to get the Normal Map for all the edge highlights. Then I procedurally texture the low poly by adding in bump nodes connected to the original baked Normal…
Hi everyone. I'm trying a new hard-surface modeling workflow using floating trimsheets. I'm using a similar technique as described in this article: https://80.lv/articles/deus-ex-modular-one-texture-assembly-line-library-tutorial/ But I find this workflow not optimized enough (too many tris and 2 materials for each mesh).…
I doubt this will have much effect on performance but maybe?. It would be easy enough for you to bake with the various options and simply time it. Really if "inside then out" provides the best results thats what you should use. One of the biggest reasons that Maya is slow is that(atleast the version i used, 2008 ) is that…
As usual I've psyched myself out. Just to give you the breakdown on what I'm trying to decipher I have this carousel. The carousel has wood that repeats throughout certain areas, from the carousel floor to actual props. The best idea would be to tile this wood as it gives me more uv space for the rest of the asset to be…
I've stumbled onto something that's a bit of a problem, and I hope that someone here has found a solution that they could share with me. I've been trying to iron out my workflow in order to be more efficient and generally improve my art process. I feel like I have a good idea of what my pipeline should be now and I am able…
Hello everyone, The workflow that I used in the past was low poly---->smoothing groups---->chamfer modifier (based on smoothing groups)---->Fixing issues---->Turbosmooth This provided me with a high poly and a low poly, which gave me alright bake results. When it comes to baking normal maps I feel like my normal maps…
One thing to consider is the skewing that occurs when baking with a cage based on averaged vertex normals. Looks like here the skewing is more apparent because of the lamella nature of the highpoly pages. Checking the skewing on the original, continuos lowpoly in Toolbag, it looks like the rays will be hitting the highpoly…
Hi guys, I'm baking a lot of stuff in marmoset using python api, however today I've found that when I set baker.multipleTextureSets = True Marmoset found 0 texture sets in my model: baker.getTextureSetCount() retrns 0. Model is ok and have materials properly set: if I select baker in scene tree view by hand it refreshes…
I tied it couple times but it never worked with UDIMs. Does it really? I once managed to get it working with some other naming convention but couldn't recollect now what it was? And I had other issues with Max RTT as usual; super slow , weird artifacts everywhere, etc so haven't tried to bake something in MAx for couple…
Hey guys, I'm making a furnace model and I'm wondering if I will be able to bake the brick wall as a normal map somehow to not get too much triangles. This is how it looks And front look So as you can see the bricks aren't really in a straight line and I don't know how to make it so they will bake nicely. Any ideas? How…