Hello, I'm new to substance and i'm making my first asset. I've sculpted a old stone stair, I first tried a automatic uv to test and it had some artifacts, so I started the retopology and uving by hand. I made a second test and the baking artifacts continue appearing. It looks like seams but are present at the edge of…
Yes, this should be possible. Toolbag can't bake to a secondary UV channel so you'll have to do some additional work. What I would do is make two copies of the hair mesh, one with the main UVs, and another with the main UVs deleted so the AO uvs are the only UVs. Add a bake object and use the copy of the mesh with the main…
Currently some of this is possible but not all. Normal maps applied to the high poly source mesh do not bake down to the low, but that's on our todo list, as well as a number of new baking outputs. Do bake a mesh with materials, load the source mesh into the high poly slot, and set up the material for the high poly in…
So I've been trying to model solely with high poly models and try to texture them. (somewhat following Tor Frick's workflow) I just tried to bake out an AO using the new MTB 3, but this occured. I didn't send the rays too far, and I didn't get this result before on a cylindrical mesh. Tried another mesh and this time the…
Hi all. First of all, sorry for my english :poly136: When I import HP mesh and LP mesh into xNormal, select normal map i bake options, I get something like this: Is this correctly baked normal map? Around my UV is some "artifacts" or something like this. This is some error? And next question: If I have 512x512 UV Map for…
Where is the tradeoff ? You did it right. Star Citizen ships are great example for this technique. There are 2-3 art dumps for them here on polycount, he is showing wireframes as well. This technique is usually used on vehicles, but it also works nicely on architecture. When there are a lot of edges intersecting, I usually…
I’m a designer at a prop fabrication shop here in Burbank, and I’m reaching out to this community specifically because we’re looking for a very particular kind of unicorn. We’ve posted on the usual IATSE union boards and haven't found the right fit yet. The reason I’m posting here is that we don't just need a 3D modeler;…
As requested from Artquest (but i hope it will be usefull to many other people) i decided to do a mini tutorial (better to call it "a bunch of tips") to explain my baking workflow. There isn't really anything more than the things that someone who bake low poly models should already know. Anyway, let's get started. Image A:…
Hello, I'm currently working on a small piece that I create for fun. It's a suppressor. I created High and Low on Maya, and then, I generated a cage with the Transfer Maps window. In xNormal, I import my meshes and I click "Bake". I precise that the models have the same coordinates in the 3D space. I moved the Low for the…
I highly recommend the built-in baker in Marmoset Toolbag 3. It lets you to be in full control of your high poly, low poly and cage meshes with bake groups: https://marmoset.co/posts/toolbag-baking-tutorial/