Alright so adding more topology in places that require more detail makes a lot of sense. I did try baking a normal back when i was working on a rock sculpt, but the xnormal bakes always came out with a lot of edges whereas the one i made in 3dsmax was by far the most smooth. Probably just a mistake i made somewhere, i'll…
Hey polycount! Love this forum and how the users are very nice and helpful in the other threads! I've tried searching this problem but could not find a solution.. so here it is.. Question: I have a highpoly mesh (Created in zbrush) and I want to transfer its diffuse from TWO high poly (not UV'd) meshes to ONE low poly…
OK, sorry about that. I'm still in max5 here, but I've baked an indoor closed scene. I used the Adv Material Override to make an opaque window material emit light for the radiosity solution. Also I turned on Auto Exposure Control, increasing the Exposure Value spinner after the solution, to tweak the intensity. I ended up…
Could you post this stuff in your scene so we can see it with the high, low, and cage? General stuff to look out for and hopefully fix the issue. Make sure your cage, envelop in Maya, is encompassing your entire high and low poly models. Use an exploded bake setup. When you bake with intersecting meshes it will pick up…
Hi all, I have been following quite tiring workflow to get a nice round edge look on low poll meshes for game assets but not sure if this can be improved or if I'm doing some unnecessary work. Well, to get a seamless baking, I separate all hard edges on lowpoly model on Maya and then bake high poly model into lowpoly in…
Hello, I am having some trouble with a model I created. I cannot work out why I am getting errors around one of the handels after baking in substance painter. I have changed the UV's to only include the handles as I thought they might have had too little uv space orignally but I am still getting these issues. The models…
I have spend several months researching how to 100% accurately bake any low poly[hard edged and smooth groups applied] normal from high poly. There are several[thousand] factors with some being specific to the type of model and others are specific to what YOU want the end result to be. I developed a rather unhealthy…
Based off the normal you've provided I think I know the problem... you're baking a character no? I'm guessing you're baking it in one go but it doesn't work that way when you have geometry lined up next to each other. What you have to do is separate the arms / leg high polys etc and bake each piece individually. Here's the…
I've been searching for a few days to the answer and still cannot find it. Would be great if someone clarifies it to me. According to all logical sources and how I understand cage baking - the cage is there to: * limit ray distance * determine projection ray direction Assuming cage is the same topology - rays are projected…
Hi, I know this has been asked a million times but after going over several threads in this and other forums am unabIe to figure it out. I am making a real-time HK416 weapon to be used in a FPS game. I have my high-poly and low-poly models completed and unwrapped and now I want to bake the normal map using Substance…