How can you bake out a 16 bit normal map in Maya? I know EXR can bake out 32 bits but is there a way to change the size of the bits for any other maps in Maya?
Hey everyone, just pushing forward with my portfolio and breaking into the environment art industry (plus trying to make a couple of bucks on Fab). This time around, I made a massive environment inspired by winter in my city. It took a massive toll on me, but here's the result. More details…
Traditional method - physical explode baking 3ds Max - bake by material IDs Modo - explode bake with morph map Blender - multiple object bake to automatic map composite Substance/Toolbag - match by mesh name
Hello all. I recently started learning 3D modelling for game art. I am currently modelling in Blender 2.83.5 and then attempting to bake in Marmoset 4.01. I am encountering a weird issue while baking in Marmoset. It may be a bug, but it could be that I am also doing something stupid. I am hoping somebody can confirm this…
To learn High to Low poly Modelling i am follow the knife tutorial from CG Tuts but when it comes to baking out the normal and AO i get this Whats the problems and how can i fix it? Link to the part of the tutorial im on…
Hi everyone, I used Substance Designer to generate some neat mountains with some snow on top. My plan was to generate a Height Map with Designer to get a Basemesh for sculpting in ZBrush. After finishing the sculpt, I generate a new Height Map with xNormal and the result will be loaded in Substance Designer to get the snow…
Hey guys, I have this question and I can't figure answer to it. I have seen people using 3D Max render to texture option for baking spherical enviroment photos into their models. From what I have heard you just have to put the spherical map into enviroment slot in skylight options and hit render to texture. But no matter…
Just want to verify the pipeline for this, and the exact nature of this: My Objective: I want to bake all my objects separately (1_hp TO 1_lp, so on and so forth), and have this all happen automatically. How I have been doing this is doing it one at a time in Knald, and then stitching the maps later in Photoshop. Substance…
I'm having some issues with a bake of mine. When i bake a helix on my tube i get this strange bump information. I'm really stuck as to what could cause this issue and any help would be appreciated. I have uploaded some images of the weird bump, the tube inside the helix in max and the tube itself to show there isn't…
So I'm trying to bake a high poly mesh on a low poly mesh. It looks like the low poly wire frame is showing through the bake. You can see in the photo the grid showing through all the maps. I would smooth my low poly mesh before bringing it into substance but i cant afford to up the polycount on this. How could I fix this?…