I need help i trying to get some details on a model by baking the normals using maya transfer map so to test it i use this simple model whit some details but this is what i get it barely visible,so i need help solving this, i try using xnormals but it dint help so any help and what do i use to get the normals easy xnormal…
Bit of an update, copied from my blog [url]www.digitaldracott.blogspot.com:[/url] This weekend I spent my time trying to settle on the right approach to making the trunk. My options in my head, and conclusions were this (keep in mind this is for a base mesh, not something to bake a normal from): Speedtree -> don't own,…
Most recent: I started this new environment project about a week ago. Its a off world research base designed for barren planets and moons. It is created mainly with basic geometry and made a tiling texture and trim texture. I am still a beginner with substance designer but I manged to make a decent texture and exposed some…
Interesting page in substance documentation: https://substance3d.adobe.com/documentation/bake/seams-are-visible-after-baking-a-normal-texture-159451848.html Blade: hard shaded edge along the blades edge - this way the normal map doesn't have to compensate for very extreme angle. Crossguard: Seams at rounded edge combined…
So I've been following Isaac Oster's f360 tutorials, and I really like the software. I'm able to get complex geo done in minutes which would take me hours otherwise. But when I export my mesh as STL or OBJ via converting solid body to a mesh, it triangulates everything. These tris are stretched and cause artifacting in my…
Hi all, I am using Maya 2017, scripting up a code that will perform mass animation baking via from a list of controllers. The process is as follows: * Perform a parentConstraint towards all controllers/ selections from the Rig that I want to constraint to * Use `cmds.bakeResults()` to bake out the constraints' values *…
Are you using Mental Ray? It fudges up edge padding like nobody's business, it also messes up the background color of normal maps. It's total garbage makes the results unusable, at least in Max2011-12. You actually need proper edge padding, especially for games where the textures mip-map which is most games. I personally…
That pinching along those edges are a classic case of hard edges without a break in the UVs. For optimal performance you want as much of your model in 1 UV shell, and as few hard edges as possible. A nice guide to learn this: -Keep everything in 1 UV shell as long as it doesn't create stretching. -Have no hard edges at…
Hey Fellas, I've run into some trouble and no matter how i try i cant seem to fix it so i was recomended to make a post here. When i bake i get these wierd areas. I've UV-mapped in the 0-1 space, The low-poly completly envelops the high-poly. Any idea and possibly even a tip on how to fix it? I'm still very new to…
@fredriklars thank you! I have a set of decals (with POM) planned for the terrain, I'll try to add them after painting the landscape or in next stages and see how it looks @aumramaram well it takes me a few hours up to a day tops for most complex stuff until I go to texturing since I skip high/low/baking and just model the…