So it means that it's still about triangles count and not about models 'outline'? Asking because with fixed normals decimated model looks fine outside the painter 😅 It just seems like painter takes into account all particular triangles on the rims and bakes around them, ignoring normals and stuff like that. I'm trying to…
[LAST UPDATE] [END OF LAST UPDATE] I'm working on this harley davidson dyna model on my free time. Its supposed to belong to a traveller who's in a journey far away from home. I'm planning to make a small diorama and render it in tb2 with the bike parked on the road and a little dressing around. I want to add a few more…
Hey Guys, im having issues with bake results. As you can see the 4 triangle buttons bake very fade and do not show the buttons very well. Inside of max its the exact same size circle as every other button and I cannot figure out why
Kyle, you're a life saver! This is exactly the type of answer I was looking for and the way you explained it all makes absolute sense. You just answered every question I had about creating an external cage for aid in baking cleaner maps. Simple and efficient, I'm going to stick to your method that's for sure! And thanks to…
Hi all, so my goal is to build alpha brushes for zbrush. I wish to extract cloth folds so I can reuse them. I'm having trouble baking the HP onto the lowpoly that is unwrapped, I have all sorts of artifacts from Mudbox and XNormal bakes. Any ideas on how to achieve a clean displacement bake so I can use it as an alpha in…
This might be a general baking problem but I'm specifically using Substance Designer to bake and I'm getting these empty areas on my normal map. Any idea why? I'm using a cage and the high poly was originally sculpted in Zbrush. Here's the original high poly: And the low poly with the normal map and diffuse:
Hi everyone. I am currently following a tutorial, where this model (also UV'ed) is provided. I wish to bake normals, AO and Curvature off this high poly to bring into Mari for masking, but I have a couple of questions regarding this. 1) If this would be a portfolio still image and not to be put into an game engine, would a…
Is there a way to bake decals with alpha down and a texture down to a new set of UV? Example: I have a texture on a plane to replicate a wall and an a number of graffiti textures with alphas on planes and I want to bake down to 1 texture, to a new plane that has a different set of UVs Thanks
How do I stop Marmoset from baking out an alpha channel? It adds an alpha channel to every map I bake. I don't need this channel and would prefer it wasn't included in the bake.