hey everyone, I've got a pretty daunting task ahead of me. I'm trying to bake the diffuse map of on model onto another model. Both models are the same poly count, but one is uv mapped. (automatically uv mapped). I'm going thru Transfer maps and after I initiate the bake the diffuse map that comes out is incredibly white,…
Having used Unity extensively for baked lighting for standalone VR and mobile games, I wanted to push Unreal light baking further for AEC / VR use but for PC specs. Goal was also to get as much clean result as possible without 10 hour wait and within 2-4 lightmaps. (Bake times 45mins - 1 hour) All lights are set to Static.…
Name: Jake Zetter Location: Montreal (open to relocation) I've been a concept artist since 2020 and am open to new roles. I worked at gearbox for 5 years on Tina's Wonderlands and Borderlands 4 My Portfolio: https://www.artstation.com/jakezetter Email: jakezetterfilm@gmail.com
Hey guys, if I try to bake some geometry on my mesh, nothing happens and the normal map will black.(Screenshot "A" and "B") But if I change the Option "Match" in Baking window to "Always" (Screenshot "C"), SP bakes the normal map. (Screenshot "D"). It bakes the normal map wrong, but it did (no black normal map). Firstly I…
I'm having some issues with this mesh. It's only a quick test bake so far using Max 2013 with Toolbag 2 for viewing bakes. Smoothing groups are set from UV shells and the mesh has been triangulated before export and baking. The baked result: Wires (it's fairly low poly, maybe this is an issue): Most of the bake comes out…
Yeah, same strategy as baking from a high-poly mesh, except your source this time is the highest LOD instead. If you bake CompleteMap, you'll get lighting baked into the map as well as the color. You might want to bake just the DiffuseMap instead, and maybe a NormalsMap as well.
Hi there. I would like some advice on retopology, UV mapping and baking normal maps. I'm trying to bake from the high poly columns that were made in zbrush. I then retopologize in topogun. The resulting mesh is exported into blender where I UV map it and then re-import back into topogun for baking, or I occasionally use…
hi, im really new here, just created my acount. im a student and im studying 3D on my own, ive made a few models for fun nothing to complicated, and im now learning 3ds max and how to make game assets and modeling really complicated things but i also want to learn how to do rotopology and how to optimize my models for game…
So what I was thinking was like this: https://vimeo.com/123883474 I'm not very good with maya and can't really find any useful tutorial how to make something like that but as I understood, there is few steps. You put joints on vertexes and constrain them with preferred density, your run your simulation and bake that…
Yeah, there are a few things you can try: * Make sure the entire mesh is there, if it's only half of the mesh you'll get seams as shown in the video * Offset the mirrored UVs one unit outside of the 0-1 space * Alternatively, you can try enabling Fix Mirrored Tangents in the bake object - with this option on you shouldn't…