Hmm, can you please explain in in more detail please? If I understand you correctly, first I'll create a second UV set with all the boxes honestly unfolded separately, then will bake occlusion basing on this new UV set, and later in Toolbag I will assign UVset 2 to be used for occlusion but would it mean that my occlusion…
Now, I'm onto the next project. For this one, I'm doing a heat gun. (This was my original prop but decided to use the simpler "industrial heater" to learn the process. Now, its time to tackle this prop). I just finished the High Polygon model and will now move onto making the Low Poly. Again, I've included the reference…
Hello all ! This is an old project modeled for 3d-print i decided to transform in game asset. Remodeling a low poly version of the vehicle, baking it, texturing it & assembling in UE.. this is the goal. I'm facing some questions as i work on the project.. 1- I want the model to have "precise" textel density so maybe i'm…
So you'll want to do a bit of prep... this reads as a lot, but it'll be second nature in no time. Set up the edge padding value for your bake. This is in the Final Rendering part of the general system properties of MODO. You'll only need to set that once... 64 should do you fine. Also set up the size of the bake, for this,…
Trying to get some normal baking done but im getting nothing captured. I have checked the uv so it have space to bake on. It should get some info at least. Have no idea why, im on maya 2011 64 bit.
Another thing you can do, for baking normals/AO on different parts of the body is to make an exploded version of your model. Just break apart the parts of the model, then you wont have as much intersection. Going along with EarthQuake, you can probably fix most of your problem by manual adjusting your cage...but if you are…
You can use a synced workflow in quixel, but there is one work around you have to take note of and the below is for UE4 btw: I have imported my maps (the normal's are baked in modo using MikkTSpace tangent space normal's) I have one smoothing group and no uv splits and the export target is for UE4 (with the Flip Y…
A lot of our bakers can work without a high-poly mesh. It would help if you could give more information. In which software are you trying to bake ? What does those weird shadows look like ?
Hello, I'm having an issue with baking a lighting map with mental ray. It worked just fine earlier on an another machine, it gave perfect bakes. But now I'm working from an another pc, and I can't bake a lighting map with that. It spits out black textures with a very small, bit brighter spot on the center of the map. I…
If the planks are overlapping I would join them together in the lowpoly at the edges to make one continuous mesh. Otherwise it'll be too hard to bake the lowpoly.