Thank you for your advise, after all i had have a good experience that should make id color right in high poly object and bake them with another map :D
I remember testing marmoset toolbag 4 beta, when baking curvature the bake would come out with pretty much no seam, much like painter in this screenshot. But I can't get the curvature bakes to look like that anymore. Wonder if something changed or I am missing something?
I'm baking a high poly version of the basket section from my shopping cart onto my low poly version, but I'm not getting consistent results. As you can see the front does not match with the sides of the basket. I've created two meshes: one external and the other internal for the sides of the basket and I baked them by…
Thanks for replies guys, I'll try build more geometry on LP model and bake normal without the nail then i'll bake the nail invidiually and use photoshop to put it on the right place. I dont understand the part Neox said : bake with 16 bit, i'm using Xnormal for baking but there is no setting for 16 bit . Can you explain…
Maya can remember the bake cage, its a seperate mesh you can find in the outliner, maya will normally delete it after the bake. You can scale the cage in the bake window, there is a slider. You could create two seperate cages then remove the faces for each that you don't want and connect the two cages into one mesh to use…
Hi polycount :) Having a few issues with my bake on this weapon. I know its not a huge deal as I've managed to fix it in the past. I'm having some trouble fixing it this time though. I think my topology is messy in some areas, which is the reason I'm getting lots of little errors here and there. I've fixed some of them,…
hi so I'm studying games art and I have a reaaaallllyyyy hard time understanding trim sheet and I've got to the furthest point and now I'm stuck. basically I'm baking in substance designer after modelling in 3ds max, its keeps baking green. I don't know why, how or what to do to fix it it also doesn't bake the whole trim…
Im sure it's been solved before but I cant seem to figure out whats happened in my case though reading other threads. Yesterday I was baking using the Marmoset tangent space and everything was baking really clean. Was pretty satisfied with the above results, went to clean up some final little things today and re-exported…
Hello! I recently had issues when baking the curvature and object space normal map. It appears some triangulation of the mesh, as well as this big rectangle, Im unsure how to fix it. it may be because y stacked some shells on the uvs? it bakes fine when i don't stack the shells
Ok so I'm working on a fresh version of a previous model I tried yesterday and messed up pretty horribly. Thinking my low poly and high poly geometry is wonky. Anyways, how tight should my edges be on my highpoly? I've seen some examples with pretty curvy edges, and others not so much. Is there an ideal shape or angle?…