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…
Is this the correct method in baking a normal map from highpoly to lowpoly, in regards to smoothing groups? 1) First I attach any floating geo together so I have one solid lowpoly mesh 2) I select the entire LP mesh and "Clear All" from the Polygon: Smoothing Group menu 3) I click the "1" to assign all of it to group one…
if I understand correctly when using match by mesh names, it must bakes different piece of model separately, but i still have artifacts in place when 2 models are intersect
Haha I see what you mean. I can just scale down the loop there. Any other changes? Also, what is recommended? Loading this into a sculpting app and making a high poly version to bake from, or just adding detail to the base?
Hey guys, just wondered if you could offer me any feedback to why my bakes are coming out in this way. Along the edges there seems to be dark lines, where polys meet. Is there a simple explanation to this? Or have I done something totally wrong. :S I've attached a couple of screen grabs to show you guys the issues. Nice…
Hi, I have a problem with baking normal. It's about wire bleeding(Can I say it wire bleeding?). As you see the photos below, some lines which came from low poly have been drawn on normal map. I'v baked it out in Substance Painter. I guess setting multiple smoothing group would help for this issue but I really don't want to…
So I'm baking down a simple wooden chair but the seat and middle back section's normals are all out of whack. I've reset the Xform. Detached reattached. any ideas on what is going on?
Does anyone know how to avoid seams in your textures when using "convert to file texture" to bake lighting in Maya? If it would overdraw by a pixel or two that would save a tedious hour's work in PS fixing it. I'm still using Maya 4, BTW, but if there's a way to do it in later versions I'm still interested as we're…
So, I've been trying a lot of things, but whenever I try to bake a clean lighting map with scanline renderer, I get always these strange light streaks. Is there a way to get rid of them?
When you model an object that bends, I want to bake the mesh by using a method similar to vertex or AO so where the mesh is bent, it is darkened so I know where the bend is on the mesh ?