I used to do that, but if you make changes you end up deleting the merged and remaking it. So it just sits there, hidden in case you make changes to your bake settings. Also depending on how dense the scene is and how big of an impact the floaters have doubling them up could really bog things down. If you forget they're…
Hey back with some renders. Also double-checked my settings and I was baking the normals for 3ds max so all fine there. I re-did the UVs and baked at 2k so some of the seams and errors I was getting previously have decreased although the smaller branches dont have that much detail to them due to the UV space given over to…
I was wondering if there is a good way to bake in the detail from a high res model to low poly one. I'm not refering to normal mapping. Let say you model a hi poly tank, with the intention of using it to generate the texture of a low poly model. You take the time to model the bevels so it catches the highlights and all…
Hi Guys, just now i finished and uploaded my first tutorial on how to create tileable textures out of non tileable photoscan bakes. You will learn how to make multiple maps tileable at once. In my tutorial im working with 2 Textures. A Photo from a treebark and a photonormal of it. Quick and dirty. Sure you can work with…
Hey, all. I'm having some interesting problems with baking normal maps. I'm getting a weird effect where Maya renders the normal maps with strange black lines through it. Uvs are here Normal map generated by Maya is here Maya Scene is here The UVs were generated by using Automatic Mapping. I wanted to make sure it wasn't…
xnormal hands down imo As for floating geometry, it might depend on how you define the word. ZBrush will basically bake what you see on the highest subdivision level of a subtool down to the bottom level of that same subtool. It can't bake between completely different meshes. If you have different polygon islands; the…
Oh wow, that's great feedback - thank you! Makes total sense. I'd love to address and update the post based on those notes. And good catch, I actually only really used a Photoshop AI tool (Generative Fill) here and there to help make it seamless. Gigapixel and Upscayl were NOT used at all actually. That was probably a…
I'm pretty new to substance painter. I've made just a simple dagger and I've separated the parts into individual materials for the handle, blade, etc. When I take it into SP and go to bake the handle for example the maps all somehow come out flipped vertically. This actually darkens the mesh itself as well (its the AO map…
Hi @Naoto, I might say it's working fine but you're missing the point of baking. I mean, when you are baking a high poly model on to a low poly model you are transferring surface detail to it. You have a good model you can subdivide/smooth, made of quads, ready to project but you still need the low poly version. Your low…
http://www.paulhpaulino.com/the-vfx-map-baking-guide-ambient-occlusion/ Hey, guys! I'm happy to share my latest article. In this new tutorial, I’m going to share five different ways you can extract your Ambient Occlusion map (aka AO), and I’m also going to demonstrate a simple technique in MARI to use your Ambient…