I would guess the original issue was, you baked and viewed with different triangulation. What you did then shouldn't solved the issue but make it less visible maybe in the process you even ended up baking and viewing with the same triangulation Btw: I would triangulate it by connecting the corresponding horizontal points…
Why not bake with Marmoset? It is in my opinion the best baker out there and it will be perfect for marmoset which it seems like you are using already. Learning to use Marmoset baker is stupid simple and incredibly versatile.
Is the Mental Ray plugin enabled? Settings/Preferences>Plug-in Manager>MayaToMR Make sure it's loaded and set to auto-load. That's the only thing I could imagine being the issue, since I bake AO all the time, and it prevents me if MR isn't loaded. I've never baked Final Gather though, but it should be the same issue.
Im reading up on some baking guides and was confused on where the rays come from and where they go because some guides say the rays start at the low poly and go out until it passes through the high poly getting the details. Others say it comes down and hits both the high and low getting the detail from the high. I read the…
THANKS¡¡ it just was the overlaping of the tentacles in the low UVs. I had sculpted just one of them and i applyed the array modifier after making UVs to got them all in one place, because of that some tentacles have a "nothing" hight map to bake (tentacles that i have no sculpted = empty space = black bake). Just if…
Hi! Break your smoothing groups and uv islands there.Baking with mat IDs would also help.I dont know if there is an option for this in Maya or not but this means that you assign different materials so your subtools, and to your lowpoly emelents too in the same way, and when you bake it, the renderer will render based on…
Baking is better if you plan to render a non-interactive movie, and you want to reduce the CPU overhead to make the scene render faster. Then you would just render it in Maya or Max or Blender or wherever. But if you're using a game engine, then you want the jiggle to react in real-time to the character's motion. Not be…
Hello everyone. I'm having trouble baking normal maps. This time it's simply in one specific application. Whenever I get black edges I snap my fingers and say "ah, I bet I forgot to split the UV's." However there was no snapping to be had and the edges were still as black as ever. I go down my usual checklist compiled from…
Hi! I have a feeling that's a stupid question, but... I have a landscape and a few types of the same building standing in it's center. Each type has some differences and could be switched by customer in final app. Question is - how to build a static lighting for that? I mean that all types are standing in the same…
it's possible but unlikely. Have you tried baking in any other software? Mesh format should not impact bakes unless your normals are being adjusted on export/import (which is not unusual). More likely to be disjoint UV shells causing gradient issues -…