Well in production I would avoid making a uniquely unwrapped and uniquely baked model for something this simple. I would make a texture strip that represents "wood panels" and construct this out of that. That would make the UV layout way more efficient and it speeds up any future tasks as you can re-use the texture.
Dear fiends, I spend lot of time to make a good Bake Normal but it was effortless. I watched tutorials on YouTube, I do exactly the same moves with the guys but something goes wrong. I uploaded the photos of my project and I hope that someone could find what I'm doing wrong.
Hello Everyone, I'm actually in front of a problem, when i baked a normal map in Substance Painter 2 i got this : It's pretty good :) , but when i make a render in SP or when i export the normal map in unity i got this : Some square artefacts appear but i don't know from where. When i reduce the quality of the normal map…
Also, triangulate your mesh before baking. This was if your baking in an external app, the triangle stripes will be synced between your modelling app, baker and the engine.
If you look below you'll see the issue I'm dealing with. I'm working with a model that has a lot of cylinders and I'm running into this baking issue so I did this quick test study to figure it out. Its a Low poly cylinder with 12 sides and I'm trying to bake down a high poly cylinder with 24 sides and the bottom and top…
I've baked the polypaint from polygroups before and not had this problem before. Not sure why I'm getting it now. The gradation only becomes more intense at lower sub-d levels. I would have these at top sub-d levels to get the least amount of bleed but I want to combine about 6 subtools and after that the file size would…
Hello guys ! Does anyone know how I can mitigate the damage to my bakes (all of them, not just normal map) when baking from high poly objects that have gaps and you don't have the polygon budget to compensate? I've illustrated the issue below: This is particularly frustrating when the object is against another and the…
Yeah, Maya bakes are single threaded and *embarrassingly slow*. If you're using mesh->smooth for a sub-d object, what you need to do is this: save out a "dirty" copy of your scene, and delete all history, this will freeze your mesh in the sub-divided form and will likely significanlty speed up bake times. I've had scenes…
I'm working on the retopology of a high-poly model I made. I'm not very experienced with retopology and baking normals. When I extract the normal map in Substance Painter, I see these triangular artifacts(like cuts) as if it were a mesh problem. When I bake normals in Substance, it generally looks pretty good, but if I…
Whats the best way to move and highpoly object on to and lowpoly so they match upp 100% (The positions). Without doing it manually with move tool ? I have a revolver model that i wanna explode bake and want to assure it matches when i separate everything and stack on top of each other. Hope my question makes sense.. :|