are you baking in 3dsmax or xnormal or anything? beacuse i know there is a option for padding in the render to texture menu. also, check your lowpoly UV's make sure all the sides are snapped to the border or the UV 0-1 space
Hi! I'm currently working on my first mocap project, and it's probably not the first time something like this has not been planned properly. Long story short, I did mocap for a character that's way smaller than me, and we didn't do our due diligence with measurements. So we have a character that has to move further than…
Hello all, I seemed to have run into an issue when baking the lighting with a tessellated mesh... is this something that can be fixed or is it a limitation? So far I've tried upping lightmap density and bake quality but neither have any luck. I'm guessing it's baking the lighting to the flat mesh, then when it tessellates,…
So I tried to bake textures using MT3. I've used it for baking normal maps, but I want for now to bake metalness, roughness and albedo. Marmoset bake the normal map perfectly, but the other textures are completely black or white. I have no idea why. I tried with different samples, format (.tga/.jpg/.psd) and the result is…
I'm following this tutorial and when he talks about baking skylights around the 32 minute mark his scene bake produces light. When I follow what he's doing (with the the assets provided for the course) and bake on my end the skylight bakes out black lightmaps. Is there a setting I'm missing or did something in ue4 change…
Lead Character Artist Amazon Game Studios is looking for an experienced 3D artist to join our development team as the Lead Character Artist, to help define, drive, and inspire the visual elements of game development. The perfect candidate will be a master of all aspects of game character art creation, hardworking, a…
Ok so I read some stuff already but I'd figure I'd ask to see what general practices are done. I have floating detail on alot of geometry that leaves nasty shadows when baking from high to low. Baking in modo right now and did a bake of the entire low and thinking just baking the seperate pieces with detail and doing some…
Hello all, thanks for reading. I use Substance Painter and have been using the "baked light" filter for most of my needs. however, for textures where the height map makes the texture look right (pebbly leather for example) that method breaks down and the difuse map created is sub-par. So, at someone's off the cuff…