I keep running into an issue where whenever I try to bake an ID map from the Material Color, the result is just a solid red map. As a test, I ran a bake on this mesh (Made in 3DS Max, exported as FBX) : The result is a solid red map: I know this used to work correctly a few years ago, but now it just feels completely…
So at work we make money doing this, I have found with the right tools we don't even have to bake the cards. i also found with baking i like to do short intervals like 5 minutes at under 375F, ifn eed bake it more i have revived 1 dead laptop and 2 gfx cards at home and at work we pretty much got 750 dollars worth of…
A lot of those errors, specifically the "x" shaped ones are happening because you didn't triangulate the lowpoly before baking. Different softwares tends to triangulate the mesh differently, so its important to triangulate before baking, and then use that export for previewing too. Also, the lowpoly vertex normals ARE…
Yeah, do an explode bake, this is common practice whenever you have meshes close together that need to remain as separate objects. Though there are probably a lot of areas where you can simple merge the meshes into one larger, watertight mesh. This will make baking easier, and save you UV space (so you're not…
Hi guys I have a problem. When cylinder object cut cube object like the image below, it make a black edge in curvature map. I really want to know how to ignore this or some key word about this. Thanks all This is normal map, you can see the circle on cube's face This is my bake setting This is black edge when bake curvature
OK so I'm making a cat, kinda like the linked image. I was looking around to find ways to achieve this fur effect and figured that I would use fibermesh and then use it to bake some normal maps out of it. Still don't know if it's the best option. Which then led me to another thought. Aren't there some sort of shaders that…
Can that option be added to a future update? I'm having to bake something that has overlapping meshes with parts being transparent via alpha masks. 3D Max's render to texture will just make everything under one object/material transparent are clear as well. Marmoset 3, while the high poly previewer shows the opacity…
There isn't. To be honest, your base topology makes it much higher poly than the skrew baker vertices. You have a bunch or edges going across he surface and each other, and they are just unnecessary. Most of them could be welded into corners.Try something like this:
@fredriklars thank you! I have a set of decals (with POM) planned for the terrain, I'll try to add them after painting the landscape or in next stages and see how it looks @aumramaram well it takes me a few hours up to a day tops for most complex stuff until I go to texturing since I skip high/low/baking and just model the…
Hey guys, I have been following Tim Bergholz’ Ultimate Weapon tutorial for the last 2 weeks. After watching the modeling videos I got a nice looking AK-M (floaters in yellow). I also followed his edge
straightening instructions and got everything all packed up nice and tidy. However, when it comes to baking
everything goes…