The purpose of high poly is to bake normal map The purpose of nornal map is to have detail without having geometry. High poly does not have normal map Dont bake normal map if you dont have sculpted detail... I see you trying to make normal maps out of everything, you dont need to.
What does it look like applied to the model? As a general rule you shouldn't make any judgements as to the "quality" of a normal map bake by looking at it in 2d, check it on the model as something that may look off to you in the image may be essential to making it work on the model.
What you should do in this case is duplicate the objects in your 3D app, and save them into the FBX files where appropriate. If you keep your file / object structure the same in your 3D app, it will make managing and reloading the files a lot easier. When you load a FBX file it comes in as a "File Reference" object - this…
Hi guys, PIaying with mikktspace workflow for unreal engine. I have seam on each uv split and cannot understand why. I followed many official tutorials, all are saying 1 smth grp but i definitly can't get a synced workflow. I would really appreciate a bit of help and advices about it :) :) Many thanks Workflow * From Maya…
I've been wondering about this I learned about the face weighted normals. Is it possible to make a normal map using the ready mesh (bevelled edges and changed shading data) as high poly and the guide mesh (the one we use to create the ready mesh) as low poly? High poly that was created with face weighted normals ("ready…
For the second issue, as you can see little X shaped errors, the problem is that your mesh is being triangulated by your baker and your viewer differently. For any type of rendering, a quad always has to been converted to triangles, and of course a quad can always be split into triangles in two different ways. So depending…
Shout out to fellow XSI goers over here. I'm working on some assets for a dated engine that doesn't have fantastic lighting. So I've been trying to figure out any kinds of ways I can tweak the lighting per object. I'm applying illuminated decals (for direct light coverage) but for this engine, I need to also shade in the…
Check to make sure your high and low poly objects have different materials. Depending on which version you're using this may cause recursive bake errors where the normal map get's applied to the high poly material, and that causes the high poly normal data to bake back to the low poly. This should be resolved in the 3.05…
So basically I got lots of artifacts when trying to bake my character model as a whole, yet when I bake my character parts separately the normal looks fine. I have no clue what could've caused this, can you guys help? I'm using blender for modeling and Marmoset for the baking. the mo
Hi! I would evaluate the bake first, without any textures applied, to make sure the issue lies there. I would make sure UVs of mirrored or repeated parts are outside the 0-1 space (offset by 1) to prevent two different values being written to the same pixel. To align the hands UV seams to pixels, you would have put the…