Hi, so ive been looking everywhere and I have yet to find an answer to my question. Is it possible to bake normal maps (or any maps) using Maya's transfer maps if the UVs of an object uses one uv range. (not really sure if uvrange is the correct term for it) So I want to transfer the high surface details from the torus on…
Hello guys! There is a problem, sorry if somebody already talked about it. Please, see a image - whet bake, details near edge - i think - cuz ray is not perpendicular. There is a way - make details like this thru photoshop. Another method - tweak cage points - fix this problem but create new - on edge. But maybe some one…
In MD, you start off create flat shapes. These flat shapes get simulated to get all the folds and what not. These flat shapes (patterns) are essentially your UV's. So in MD you are switching up the process. Instead of modeling first than doing your UV's, you make the UV's first and then the model gets made. So since the…
The way I would do that is bake all the maps from the high poly object to the flat plane, and then texture the plane after baking. This process is called making "Trim Sheets".
Hello everyone! I’ve been searching for answers to my questions for the past two weeks, but I still haven’t been able to find a solution. I built my PCG setup based on the official Unreal Engine 5.7 documentation and several YouTube tutorials. However, the solutions shown in those tutorials don’t seem to work in my case.…
Hi All, I am trying to bake 16bit per channel normal maps in maya. So far the only way I managed to do this is by using the transfer maps and baking out to .exr format. This gives me 32bit normal maps which I can convert in photoshop to the correct format. I am only worried about compression on these .exr files since they…
I still have to texture.. So this is my first go at the process of creating a game character and it's a wip* I could use some assistance with baking maps and figuring out what I'm doing wrong on my bake because the AO map is kinda bad in my opinion. Please share thoughts of any kind to help me prep the best maps I possibly…
Hi every one! I'm totally new on polycount but you've already helped me in the past ::pleased: At work, i'm working on a new pipeline to improve our quality and speed. I already use Quixel at home, so I submitted this software and Substance. My problem is the engine used for the simulator, it only support diffuse map. Our…
Hey everybody, I've been doing some tests since i'm making an object that consists of a lot of different sub-objects that have symmetry applied to them to save texture space. A fairly simple object of this is the barrel below: The edges of the bake came out quite smooth with almost no artifacts so i'm happy with the…
Triangulate your model before baking and before importing into your engine. You have no way to know how each export/import procedure is going to interpret these diagonals, therefore you do want to force them every step of the way. The very first picture in this thread is typical illustration of this problem, and this might…