Pretty much all the mesh maps have this weird artifact This is what it looks like before I bake: Im baking with default settings and an output size of 2048 with anti aliasing 4x4 other than that I havent changed settings.
A vintage polycount Tshirt getting some good use for weekly workouts : Will probably end up making a DIY repro of it eventually :) The heavyweight fabric is great btw, it holds up well. Props for picking a good provider back then !
Hi, I've created a high res head with the mouth closed but the lips are not welded together so it's possible to open the mouth. I created a low res the same way and I would like to know how to bake the normal map without detecting the backface. The reason for that is some of the upper lips will bake parts of the lower…
New versions of UE4 are also using bent normals for better AO and for reflection occlusion... Here is the link: https://docs.unrealengine.com/latest/INT/Engine/Rendering/LightingAndShadows/BentNormalMaps/ And I've got a similar question... Is it possible to generate bent normals using tangent space normal map and a low…
I have no idea why or what happened, but for some reason Marmoset Toolbag 4 doesn't bake normals properly any more for me. I have a big thread about it here, where I was troubleshooting the problem for several days: https://polycount.com/discussion/233190/dirty-normal-maps#latest Basically, whenever I bake normals in…
you are using transfehr maps... it's shit ;) I don't think anybody managed to bake ao with it, because it's not only using the highpoly for the ao calculation but also the low... The most common workaround is to bake the ao of the highpoly with batchbake (on a texture or the vertex color) and then just bake the baked ao on…
Hi, i'm experimenting with Unity's directional lights and there is one thing i cannot understand... I have a simple scene with one static object and one directional light. If i set the directional's light 'Baking' parameter to realtime, the quality of light is very good: However if i turn this to a baked light the quality…
putting an FPS gun on a 2048 is very common these days. in FPS games the gun is right in your face 95% of the time, so a map that large is warranted. it may get scaled down to 1024 for consoles, but in all my time working for clients i've always been asked to texture fps weapons at 2048. tbh you're totally off-base about…
Hello everyone, I'm currently on Maya 2012 using the turtle renderer to bake out light maps. All of my bakes have so far turned out with a considerable amount of blur when compared with my original diffuse texture in Photoshop. I am baking from and to the same resolution (4k to 4k map). What options should I be looking at…