There's no right or wrong answer to this really. Are you making your bevels more prominent for baking so as to capture the detail at distance? Remember that sharper bevels won't read as well as they only take up a few pixels when mipped. Some artists like David Lesperance don't use NM at all for capturing silhouette…
Hello Polycount, I'm working on a game asset for my portfolio. I did my low poly model (about 4.000 triangles) and I added details in ZBrush, from my low poly model. I want to bake my high poly model into my low poly normal map using Substance Painter. Here's the result : That's the result from the bake in Substance…
These assets will be in an interactive learning program, wich will have a roman level, Aquincum. The deadline was very close, and there were more than 30 assests wich I had to deliver. So I had to make assets as fast as I can, and worked out relativley fast ways to do it. Please let me know if i did anything dumb!…
It could be a triangulation mismatch. You need to triangulate your mesh in Blender, and rebake the normal maps after. It is likely the application you baked the normal map in (Blender ?) does not triangulate the quads and ngons the same way Painter does or Marmoset does (it is also likely that Painter and Marmoset would…
Is there a way to bake cavity maps in marmoset? I've read somewhere you can get a cavity map with the ambient occlusion baker with the right settings, as its the same thing essentially, but I can't figure out the right settings.
Heya, been spending the evening working on some textures and practising through some tutorials and encountered a small problem when working with my normal maps. I did look around but didn't find any other thread about this particular problem. When baking out my normalmap from a highpoly model in Maya I get these diagonal…
Hey guys, It's been a while since I last used Substance Painter, and I'm having a lot of trouble baking the normal map for this coffee maker. THE ISSUE: When I go to bake the high-poly into Substance I get these artifacts: Here's a close up of said artifacts, along with the wireframe. I noticed that the low-poly wireframe…
Ugh sorry I misspoke, it the cage has to be as close to your HIGH poly as possible without going through it, not the low poly. The raycasts from your cage have to hit the high poly, if your cage is going through it then they will cast through the mesh and pick up the first thing it hits meaning you could get a hand on a…
Trying to find some info here with no results and its just confusing me a bit more. I have a lot of grass in my outdoor scenes in my game Im making. Its currently all instanced using the foliage tool and its set to Static with cast shadow, cast dynamic shadow, and cast static shadow all checked. My main question is -…
hey guys trying to bake this cave scene but i keep getting these weird missing chunks iv tried bringing the low poly as close as possible and it doesn't seem to effect it any takes on what is causing this thanks a lot ??