I know you said the normal bake looks good but just for the sake of trying another aproach what if you put your whole model on 1 smoothing group and just see what sort of result you get, I know when I've run into issues before that has worked. Not for every situation mind you, but it's worth a shot. I'm not versed in the…
Hi all. First time poster, long time lurker here. I'm encountering some weirdness while using batch bake(mental ray) to bake ambient occlusion for a ground terrain object in a level in Maya. If I bake my 1k map within my working scene file, i get a massively blurry result with no fine detail. However if I copy/paste the…
Oh yeah, needs more geometry - more segments that make the low poly conform better to the high means less black gaps (for the left side) and less waviness in the right side. Have a look at the "who put waviness in my normal map..." thread. One solution is adding two edge loops, left and right of the right edge, baking,…
hello , i have been wondering about how to achieve a FUR effect on a game character and whats the different methods and the pros and cons for each methode :\ by FUR effect i mean the fuzziness that surrounds the silhouette ... is it a shader or some texture trick ? :poly141: this is an example : Conker Live and Reload
I've been trying to track down the cause of this issue but have not had any luck. If I find someone with a similar issue on the Unity forums nobody seems to have found a solution for it. After my light bake, I get this pixelated edge that can be seen only at certain angles and it doesn't matter how close/far the camera is…
Hi, I've recently finished modeling gun and started texturing. Unfortunately I have baking issues. I made my model in Blender and It seems to me that there is some problem either with topology of my low-poly model or shading smooth problem (or both). When I'm just using shade smooth option and export model to substance…
I've been trying to figure out a way to bake out the difference between 2 meshes but can't really figure it out. Say I have 2 meshes like the ones below, on is a clean mesh, and the other is damaged or chipped up. I would like to be able to bake the difference between the 2 of these out somehow. My reason for wanting this…
I did a simple test on a table to see if I could bake properly, since I am pretty new to it. I came up with this: Im not sure if it is a good bake or not because there are some shading errors, maybe someone can help me?
I'm following the Modo Steam Edition tutorial here. I finally got to the point of baking out my maps, and I'm having some pretty big issues with the Normal baking result. Despite following the tutorial step-by-step. Normal baking is a complicated process, and I know I've made a mistake somewhere, but I absolutely cannot…
Make the ID map directly in max for now I think it's borked and there might not be some weird obscure thing to get substance to read the materials correctly ( it certainly reads there are material IDs on a high poly and assigns different colors to them in the ID bake)I say just get the ID from max in a few mins and move…