Hello. I need to bake a wireframe texture that only contains the hard edges of the model. I can't seem to get the UV snapshot tool in maya to only bake hard edges. Even if I isolate the hard edges in the uv editor when I do UV snapshot, It shows every edge of the model. I could print screen the uv editor, but that's very…
Hello Benjam, and welcome! Here are some ideas for the church scene. Polygon distribution in some areas looks low enougsh to be for omething like mobile imo while other places in the scene seem to go decently high. I'd take a minute and decide what the goals for the scene are. Is it a scene meant for a mobile game with…
I'm baking high poly geo onto low poly geo and primarily with cylinders i get these problems - the dark areas around the edges. is this only way to fix this with more geometry? and if so what is the most efficient way to add geometry to resolve this issue? e.g. chamfer or more sides on the cylinder. Thanks in advance
Hey everyone what's up? This is my first post here, been lurking around the past month, a lot of cool stuff being done. But to the point, I don't have much experience with 3D modeling, what I'm gonna post here are pretty much my first models. But far as the UDK goes I have worked with level building before, more or less a…
I'm having this weird issue when I bake out my maps with this piece geo, I get this weird jagged, waviness. Now from what I can tell everything's straight in the high poly, but there are no faces on the inside part of the low poly. Google hasn't helped me, so hopefully you guys can.
Hi, sorry form my English any way I'm new to 3d and i'm working on creating a (Fire Hydrant) i created the HP and the LP but when i tried to bake it in marmoset toolbag it's giving me this wired effect as showing in the photo below please can any one till me y? LP: HP: Thanks.
I've UV edited this object correctly but there is something wrong with the shaders on modo which is messing up my bakes on painter they turn our completely black as well as the A/O???
if i set up my baking and reimport the same model with adjusted UVs, toolbag seems to still use the old uv layout, resulting in broken bakes.restarting toolbag seems to fix it though
Hi! Im new to this forum and 3d in general.Im trying to texture a plane I made in blender using substance painter. Im having real trouble understanding the whole process of baking the maps (the normal map particularly) and I get the weirdest artifacts that I've been trying to fix for the last couple of weeks. I hope…