Hi, I am quite new to texturing and I am trying to bake a normal map of a high poly tree object into a Low Poly version as I would like to use it in Unity. But for some reason I get strange artefacts along the edges of the low poly version when i bake the map and apply it. here is an example of the problem that happens all…
Hey guys ! I made some test to bake a HR hard surface mesh on a low res. I tried 3ds max, Xnormal and Handplane. Here's the result : I want your expertise to help me in the right choice and the best way to do that kind of baking. Thanks !
Hello, I just wanted to ask if there was anybody like me who does something like this when working with just low-poly models. I know that the proper way is to bake the high-poly geometry over the low-poly, but because I tend to stick with low-poly modeling only, I tried using the same low-poly model to bake the AO to see…
Hello, I am attempting to bake down a curved high poly vine/root mesh but am getting very bad results. I have tried the bake in x-normal and Substance Painter. I have also tried to use a cage but am still receiving the same results as before. I own Z-brush core and am unable to bake in z-brush itself which i feel would be…
Hello, I was just wondering is this normal bake acceptable for cylinders?? I only ask this because some people say they don't really bother baking on a cylinder and others say they do but they do not say their way of doing it?? before anyone links me this it. I already have seen this and tried a couple of sites and forums…
I just upgraded an old project to unity 5 and i'm unable to bake lightmaps to a skinned mesh renderer (in this case an animated door leading outside) In unity 4 i'd just set the object to static before baking then turn off after i've got my lightmap, is this not possible anymore with enlighten?!
Hello! I am currently trying to bake out a normal map for a vehicle I have been working on, but for some reason I get these problems all over my normal map. It looks like the edges on my low-poly model is somehow influencing the normal map and leaves these ugly edges... It only happens when I'm using the tangent space…
LOL I have to update this thread because I understand WHY seams and creases are made. OK First I must define Seams and Creases. Seam(s): to refer to a place on a surface where 2 materials or textures meet; in which the pattern of the pixels is broken causing a visible line. Crease(s): to refer to a place where CONFLICTING…
From what I understand every UV shell has to have it's own smoothing group. Also every acute angle(something like 70 degrees or higher) should be broken/split. It looks like you have smoothing groups applied to every face on the low poly here. You are using Max so a quick way to fix this or to at least see if it is the…