The simplest way (although potentially not the least labour intensive) will probably be something along these lines: 1. In each scene where the skeleton is animated make a keyframe where you set all the joints to bind pose so the pose will match the rig exactly (you can do this on frame -1 or something) 2. Set up a scene…
In the past I've read about someone storing directional light intensities in R,G,B of a single texture (as KRFC mentioned) and then the averaged light color in the vertices of the world meshes. You would still have to bake lighting 3 times (in the HL basis vector directions) to get the directional intensities + once more…
I made a high poly mesh in ZBrush and decimated it. but after baking it, it leaves this weird low poly cluster. Tris: 3mil Low poly is already smooth if anyone can fix it, I would appreciate it a lot! Thanks
"The UV´s have much more padding now, but it still has shown the same issues (second image)" Hello, Your problem is related to UVs, but not to padding. And it's not even a problem with the UVs themselves ; you are witnessing (and currently misinterpreting) a rendering error and attibuting it to your normalmap or your UVs…
Hi! I'm currently working on a scene that has some wooden props in it, and I wanted to approach it with just a tiling texture , and no baking because I thought it would look fine, and it would save me a lot of time. Also, they are just boxes. ;) Some of the results: This is the material I used on all of the wooden assets.…
Oh sure, you can throw as many triangles as you want at a mesh to make something pretty! But what happens when you're limited to how many triangles you can use?
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I never see a baker that would bake object space bent normals. But assume it's still possible to do as post editing with 2d compositor probably or with node based shader system bending object space normals. I never tried this although . Baking soft usually do tangent space bent normal maps as far as i know. An advantage of…
The way you're trying to approach this doesn't make any sense. Firstly, for the top two sections in your reference, you could have modeled those with traditional modeling techniques in the time it took you to write this post. It would look better and be a lot easier to set up too. Secondly, if you're going to use a…
I don't understand this though, for some reason the bake in marmoset disregards a particular mesh part. The lower half of the scope has this issue. The first image is the bake in marmoset with the errors The other two below is bake in substance painter The uvs are correctly placed; no overlaying uvs (otherwise the…
Most of my feedback won't be that useful, since I've seen others reporting the same problems I had, and some issues are already scheduled to be resolved on the roadmap post. I run an old i7-920 ~2.8GHz so not the fastest baking machine. My usual workflow was baking normal maps in Maya and just using that as a base for…