Hi! While working on this project, I've encountered a weird problem: some of my bakes, where mutiple high-polys were baked into single lowpoly with a single UV, had nasty white seams where two highpolys intersect. I checked and double-cheked - there aren't any gaps between high-polys. They overlap. The weirdest thing, was…
hey guys, i have some experience baking objects that i sculpt and after that i do a retopology and bake... but with hardsurface my workflow doesnt work to well, ive created a low poly gun model, and after that the high poly but when i do the bake in xnormal it looks garbage and i think the problem is the smoothing groups,…
Best upload high and low poly of the troublesome part and share link so one can take a look. Does it bake differently in another application? Maybe some faces are inverted.
substance doesn't want to display all bakes at once, seems to only display two texture set bakes at once, zooming in and out changes which bake is displayed. individual bakes have no display problem when in solo mode. Any ideas why?
I had a similar problem to this, a push modifier with a small value fixed it for me. makes no sense but it worked. Your speed issue may be down to Final Gather being left on. this really slows baking down
Hey guys, I've been using xnormal for some of my bakes lately and all seems well until i encountered a few problems regarding on this particular mesh, what bothered me is this little gap when i try to bake from xnormal as shown below. I use maya and I've tried softening the normals, flipped the normal's face along with the…
What does the low poly look like without the normal map applied? Usually, this sort of artifact is caused by having hard edges on the low poly mesh but not splitting the UVs up at the hard edge borders. So the solution would be to make sure the edges on the low poly are soft, or to separate the UV islands along these…
Well, I'm out of ideas, my normal maps end up looking trashy all the time. I have this one gun for which I'm trying to bake normal map: Using details from higher detail version of the low poly mesh (not all the details are done yet because even these few, can't bake properly): But after baking in Blender 2.83.1 results…
Hey, guys. Im trying to bake matID and seems materials baked but in tight places there some places where one materials leaves own color on other mat. Im baked it in marmo. Any advices how to fix it? https://i.imgur.com/8lQG0Ns.png
this is projection waviness as discussed in this thread: www.polycount.com/forum/showthread.php?t=81154 there are a lot of ways to correct this but if you are new to baking normals most of them will be a little complicated. The distortion isn't that severe, how is this object viewed in game? From some angles that waviness…