As the title suggests. I'm having issues baking from high to low poly. During baking I only changed: - Antialiasing 4x4 - Match to By Mesh Name And changed nothing else. No idea what's happening. It kind of started doing this after I updated to the latest version of SB. Maybe it's soemthing wrong with UV's. Made this with…
kodde, yes I thought that too! The way the cube maps work as I just realized is they look up some normal projection thing in real time. I thought you could just map it to a box but there is distortion on the edges since the camera FOV is 90", you basically have sheering in places. Noors tried the smoothing of a cube too no…
Hello! I set up low poly model and high. Baked using cage and scanline perfect normal map. When I'm trying to bake ao form high to low using mental ray I'm getting weird artifacts which are black on final map. There is no overlapping no inverted polygons. I don't know what to do, other methods also giving same result.
Hello, I would like to share with you my latest project. I recreated the monastery from one of my all-time favorite games, Gothic 2, as a personal project focused on improving my trim sheet workflow. For this scene, I set myself the challenge of using a single 4K trim sheet for all major meshes — including the buildings,…
Hello, I seem have an issue with marmoset while importing an fbx with baked animations. Working on a character model and wanted to have animated sequences to help show the model off. Unfortunately the animation doesn't seem to match the animation from the other program where I exported. At first I assumed the issue was…
i have created a piece of corrugated iron 3ds max. I have then tried to bake the high poly to the low poly. i am unsure as the colours seem to be blue rather than a purple colour. Wh is the normal map not baking correct
Hi! Here is the last model, a handpainted practice to enhance my skills.The model was provided by VSquad School. Take a look in Artstation and if you can give me a like i'll be grateful. Thanks!#art #3Dart #GameArt #Gamedev #gameart #stylized #3DArtist #Handpaint #3dprops https://www.artstation.com/artwork/Nq9k5d
Hi all, I'm modeling a rifle and it's also time to bake normals but I'm having some problems with it. I tried to bake the normals in both mudbox and topogun (I didn't use xnormal or maya because the HP comes from ZBrush and it has way too many polygons). So, the problem is this: Mudbox Topogun: In mudbox I get no seam but…
Afternoon all! Is it possible to use 'bake selected geometry' with displacement maps and create quad meshes, not tris? I get ripples in the displacement from the edges of the tris, possible a hard edge issue (not fully investigated that yet) and quads handle this better I think. I'd rather not have to use Quadrangulate on…
Hi,I was baking normals for a sword in Toolbag and low-poly mesh with baked normals have visible edges: Normal map looks good on it's own, I used triangulated mesh, Mikk/xNormal Tangent space. The mesh was made in Blender and exported as .fbx.