Hello, so i ve read the guide for uv unwrapping and baking. it says where u have hard edges in your mesh, you need a uv border. but how do you unwrap a mesh for baking that has no hard edges at all ? an oversimplified example of a mesh without hard edges: kind regards
I assume you apply some textures to your hp model, and then bake them on a uv map of the lp model using this bake? Blender has the time thing option in its baking menu. however I can't get it to work. any ideas?
So, let me assume the "3ds max base model" is your base mesh you use in ZBrush to sculpt your high poly. So no, you don't need to UV unwrap your base mesh, and also you don't need to unwrap your high poly models in general. You said you retopologize your sculpted high poly to create your low poly, but after that I'm…
Like CB says it's a tangent space issue between the renderer and the bake. Theres nothing wrong with the distortions in your bake the bake is just trying to counter compensate the smoothing on the lowres mesh against the highres mesh. You would need to apply a tangentbase corrected shader like the 3point one to get rid of…
KDR_11k, isn't that what we just described above, lighting your model and baking out the light map with shadow and colour information? Maybe I don't understand the question? Wait I think I understand your question now, you want to bake out the lgiht map with the normal map applied so you get an even better light map, you…
Hey, I'm currently trying to teach myself Maya LT 2016 and have been following through 3D Motives maya beginner course. For the most part everything has been easy to follow even though some of the tools have changed. However now I'm at a point where I need to bake AO and the way it's shown in the tutorial is not viable in…
I seem to be having some baking issues inside udk. When I put my model in and slap a material on it seems to be fine, but after I bake it, the uv become distorted and unrecognizable. I'd like to be able to use udk for more than just model viewing; any advice I can get would be appreciated.
So we are trying to bake the directional light in this scene. But the shadows disappear when we bake (in game play). Does anyone know why this might be???
Render settings->common parameters, set the time output to "frames", add in some frame numbers. Now the rtt will bake every frame that you added into that list. Then you can composite the individual textures together into the flipbook texture like this: I used this method recently to make ripples in a puddle: [ame="…