For my college project I decided to model a creature, to start off I made a sculpt then did a retop on it. Here's the high poly and low poly: And this is how they look on top of each other before exporting as an FBX: My problem is that when I bake the high poly onto the low poly in Substance Painter, I get issues in the…
The high poly does not have to be UV mapped to bake a normal map. There are very few situations where you will ever need to UV map a high poly mesh. A normal map is a 2D representation of the high poly's physical surface curvature in relation to your low poly's surface curvature and vertex tangents baked into the UVs of…
As title says, i'm wondering what would be best way to bake somewhat complex mechanical machinery in way that would be in-game animation friendly. I'm creating kind-of-a mech with hydraulic legs, bending hydraulics hoses and jointed armor plates, and am hoping to animate it and take it to either UE or unity for renders.…
So i just recently upgraded my hardware, now running 64 bit maya 2011. i'm trying to bake a scene of 1900 frames, prior to my upgrade everything worked fine, (although much slower) but now i'm having an issue where the entire sequence bakes fine, but when it is performing the final calculation it just hangs indefinitely.…
I've been trying to track down the cause of this issue but have not had any luck. If I find someone with a similar issue on the Unity forums nobody seems to have found a solution for it. After my light bake, I get this pixelated edge that can be seen only at certain angles and it doesn't matter how close/far the camera is…
You typically triangulate before baking maps, for weird areas like you have you could manually cut the face so it doesn't mess up the geometry. I would also say that you should probably avoid baking maps in Zbrush, look into xNormal since it's free, but substance designer and marmoset toolbag have good bakers too.
Hey-a @pior Yeah, i get what you are saying, and i kinda managed to get good results on the piece im actually working on (not a cube :smile: ) by adding chamfers to the edges, it kinda equalizes the score of 90 degree edge and a UV split vs 2 edges and no UV split (not exactly but kinda) Also i think i understand what you…
You dont need to bake every piece seperatle, just move the lowpoly and the corresponding highpoly meshes away from each other. So that they dont intersect anymore. This is called "exploding" like mentioned in post #2. Those artifacts result from intersecting geometry. Your cage hits a surface which dont belongs to the…
@Caticus : sorry for being that guy but I have the feeling you might have a few things mixed up too :) Quote : "The usual workflow artists go through is creating the highpoly and lowpoly model > baking all of the maps on the highpoly > then transfering those highpoly maps onto the lowpoly model." Not at all. The…