The error message has nothing to do with the polycount of your mesh. As the message explain, you tried to bake a color map (probably the ID map) with as input the vertex color, however the baker is unable to find them. Are you sure you exported vertex colors on the mesh you are trying to bake ?
Struggled to find a nice easy to use Maya to Unreal Vertex Animated Texture tool, so I ended up making my own. Thought I'd share with the community here, so that anyone can use/improve it further for their own uses. It produces a both a normal map (World Space) and position map (local space - position map relative to the…
So what I'm wondering is how the Substance bake comes out clean with little effort required The reason why both Substance Painter and Xnormal bakes come out clean and require little effort is because they both follow an established convention, internally consistent between their baker and their viewport but also now widely…
You won't need either bevel or hard edges for this test. The first thing you need to do is to get the lowpoly model done as suggested. Contrary to popular belief there are really no "tricks" when it comes to normalmap baking, especially now that we have access to the unified Mikkt basis. There are of course many different…
Hey guys! I'm trying to get a hang of normal baking & Substance Painter. I understand most of the fundamentals I however can't seem to get them to give a 100% result in my own work. Low poly: -All smooth groups set to 1 -All normals normalized High poly: The errors: My baker settings: It seems like the top portion of the…
The distortion happens because the face normals between this part and the connecting part represent a (likely) extreme change in normal direction. In this case, the bake projection direction will be averaged between the divergent directions, resulting in the baker looking at this area from a skewed angle. See the Baking…
Your distance seems fine, but you need to extend the bake by a few pixels so it bleeds past your island bounds. Not familiar with SP's baker though, so i cant tell you how to do that exactly
Thanks for the suggestions. Lightmass still seems like the better choice since it's designed to work with assets and real time reflections/specularity. Using external lightmap would be a problem to set up for every asset, let alone if changes are made to assets or materials. The gpu lightmass baker is very fast. I will…
I'm working on a project for a game asset and I'm baking the maps in Marmoset. But this part right here keeps coming up with this error. I tried to paint skew adjustments but It doesn't look right, so there must be something else I can do. Maybe it's because the low poly model doesn't have enough detail? But if that's the…