They normally don't. If you bake without the average normals you will likely see other issues such as seams across the hard edges, and that's why you use average normals bake. There are other issues as well. And those issues are not only related to how you bake, like froyok linked you, it has something to do with the…
I've not baked a curvature map on the new ones but... Sampling radius will affect how far away from a given point the baker looks when determining curvature. I expect larger values will give you a more accurate and possibly smoother result Relative to bounding box means projection vectors are expressed as a proportion of…
I use blender and this is how I do it. I export the object from sculptris. Then import to blender and make or adjust the lowpoly polymodel I previously made, then uvmap it. To bake the normal map, in object mode, shift+select the highpoly and then the lowpoly.
I am working on a character and following this tutorial to bake my textures http://eat3d.com/free_zbrush_xnormal_pipe I have done this before and did it successfully but every time I bake my textures in X normal It doesn't workout. I totally forgot how I did it. The thing is in the tutorial the guy is using an older ver.…
Hi, I baked a normal map from a high poly mesh with all tiny details on it and I want to modify it by smoothing or removing some of them. The SP documentation says I just have to use neutral normal map color on normal map channel to remove initial details. But this doesn't really work. When I paint a default normal color…
People,
help me, please. Wanna know how to make hair like on the image below. Think, I
can deal with polygon strips and base texture, but don't understand how to get
the "baked-in lighting" look.
I was reading about zremesher and somehow came across the lines that I should zremesh and then bake my maps out with that new geometry, so does that mean I then need to create further lower topology as the main model? Right now I just use the original super high poly to bake the maps ..
Thanks for taking the time to look at it. I'll work on the lighting and post-processing. If you don't mind, could you point out a few specific areas that stand out the most when compared to the concept? That would help me prioritize what to fix first.
Hey guys, I'm kind of at the end of my knowledge and pretty much tried everything I could think of (never encountered such a problem so there wasn't that much I could think of). I received a high and low poly mesh (modeled in Maya, exported in FBX) and UVed and exploded it for baking in 3ds Max. I did everything as I…