Hmm, I don't understand how it's HDR, and how it's a single image. Are you only using a single RGB, and is it the Base image? What does it look like at full-res? Almost seems like the highlights are all blown out, so you've lost resolution there. I've been baking psuedo-HDR lightmaps lately. I calculate the lighting in my…
Hey! I've recorded another Houdini tutorial. This time I show how to create a paintsplash effect in Unreal using Vertex Animation Textures. I also briefly cover how to use the simplebaker to bake out textures to use as a decal. There's a lot of content in there and if you are only interested in specific parts of the…
Hi all - working on my first project using a high->low-poly workflow. I know my low-poly isn't perfect, but I've been having some issues even getting it to work at all (see pictures below). I've been following along with a Digitaltutors tutorial, but something appears to have gone wrong along the way. Can anyone help me…
Hi @jewski-bot ! As I followed Tim Bergholz's tutorial on the AKM last month, he was also using 0.015 in his distances, so that might indeed be the way to improve how the baking looks. I'm still a bit green when it comes to how SP2 and baking work and I might still need to understand how the baking distance works exactly.…
Hi - I have tried finding a solution to this so apologies if one is out there - I'm sure it is - but I couldn't find it. Anyway with that out of the way I was wondering if someone could point me in the right direction of where I'm going wrong with my bake. I'm following along with a Submarine Corridor tutorial and got to…
Using the exact same process as creating a normal map, I am trying to bake an ambient occlusion map from a high res model onto a low res model. I seem to have run into some unexpected results. -First thing I did was to create a normal map with a cage and all that. It worked great. -Next changed the output to Ambient…
Hi, This may be a very basic question... Since it is a lot easier to break down normal map baking into separate pieces, and assemble them later - is there an easy way of taking lots of TGA files with alpha and assembling them into one file? Kaldera has a bitmap composer which does this, but I wondered if there's another…
So I packed my model, since it was long I made it 2x2k (4096x2048) but when I import the model into marmoset and set the bake res to 4096x2048 it just takes the first square and stretches it to that res, any one have any ideas on why? Thanks.
Hello! I'm writing this here because I've already tried everything I could think of, but I see no straight way to do this. I'm working with 3ds Max 2017 (in which i happen to have corona on the side) and 3D Coat 4.5 and I'm trying to bake a tiling wall texture. This is the wall that I've made. I tried to bake it in 3D Coat…
The cage determines ray cast distance so there shouldn't be any issues of portions of your model interfering with other areas unless your cage is clipping into itself, so adding a plane is not necessary. Personally, I would recommend making your cage inside Maya. xNormal works fine and all but in my opinion it's just…