I think the problem might be with tangent space mismatch. I don't know if blender can use Mikk tangent space, but most bakers bakes for that. So if you are going to render the mesh in blender, and it does not support mikk tangent space, you are better baking inside blender. Hopefully it supports its own tangent space...
You could just make all of your edges on your low-res mesh smooth. You've got hard edges, but baking it as one UV shell which is giving you those harsh black seams. Split the box element off of the sphere into it's own uv's., like in the screenshot: You're cramming a rectangle shape flat, which is almost impossible to have…
I have this "problem" when baking ambient occlusion for these boots my current character project is going to wear. I have all the pieces separate which would normally cause artifacts on intersections, so that's set up for baking normally. BUT, I don't want the inner space between boots get occluded, because they are close…
I'm an immersive art artist who uses Blender. I've never applied for a job in the game industry, so I'm still an outsider to the sector. However, I use almost all of the tools that are common in game development workflows. I think Blender has a manageable learning curve. It offers many advantages. First of all, it has an…
They all have pros/cons. I would say whichever baker your engine's tangent space is synced to. Or you can always bake object space, and convert tangent space in handplane, in that case use whichever baker is most convenient to you.
This is driving me mad. Just as the title states. I've been using this same workflow for ages now without any issues or hold ups, but for some reason out of the blue it decides to mess up on me. I get this.. From this.. And here's a quick render I've tried resetting the xform, i've tried baking out in 3ds max as well as…
try these things; - first fix your topology a bit. - try triangulating inside of 3DSMax (good practice anyway so you know results will be the same no matter the engine/software) - check to see if low poly and high poly match perfectly. Is naming absolutely correct ? - are the HP and LP lined up correctly ? - test bakes…
Here's a simple test I just did(as simple as it gets) But all the elements of your model are very simple primitives and you shouldn't have issues if you follow the few important factors: Smoothing groups based on UV shells/low-poly triangulated/high&low geo matching closely/xform reset/enough padding This was baked in SP…
To render edgeFinder put a vertex colour node in the diffuse. To bake this just bake a diffuse element onto the low poly. Tension is a little complex at first. You can use this script to apply it to a selection of objects. I personally apply it on top of my smoothing as it gets a sharper result. If you do this manually…
Yes, that artifact looks similar to the one I described and illustrated in the topic that Eric linked. Still, I had it with Realtime lightmaps, not Baked ones. My bug is confirmed and tracked by Unity here: https://issuetracker.unity3d.com/issues/realtime-directional-light-makes-ring-shaped-artifacts-on-static-objects You…