Not sure what the problem is, I got this result with all default settings. Make sure you center the pivot and freeze the transform of both models before you add them to the baker. Oh yeah and what the f is up with this thread, I can't link in thumbnails so enjoy the gigantic picture.
PROJECT: STEINVAR Adventure RPG on Unreal Engine 5 Cold Cup Games is expanding the team for the indie project Steinvar. ABOUT THE PROJECT Steinvar is an adventure RPG set in a northern fantasy world. Players explore an island, interact with the environment, engage in combat encounters, and gradually uncover the secrets of…
If I've setup a scene in 3dsmax using a bunch of instanced objects is it possible to bake a lightmap for this scene in max to use in Unity? I'm thinking you cannot because the instanced geometry needs to be given unique uv space on the atlas, and that's not something you can do in max and translate to Unity? Has to be done…
Hi, I'm trying to texture a bust, but am having trouble with the eyes. When I bake the textures the eye contains a mini face of the bust. In maya, all objects are as close as possible to each other before I imported to substance. I've adjusted the rear and front sliders, but still no luck. Any advice?
This model will be used for real-time rendering so I'm trying to optimize it more. This is the low-poly, but the high-poly is just a linked object with a subd modifier (Blender). It is full of edgeloops that are just there to make the low-poly and high-poly shade better. (Marked in green are a few of them). Do I actually…
Use this script to smooth by UV Islands in Max: http://www.polycount.com/forum/showpost.php?p=1105439&postcount=7 in Maya: http://www.polycount.com/forum/showthread.php?t=52722&page=2 If you have a smoothing group split, you have to split uvs. 1 smoothing group on your mesh is situational and you should use it knowing what…
Hi guys, I am working on a zombie arm right now and having some problems with my layer system. I have a layer with some polypaint information for the arm. Now if try to bake the layer, something weird happens and messes up the whole color information. Does anybody know how to fix this? Cheers
So this has been frustrating me for weeks now, I've done the UV's correctly and applied each individual object as separate materials, the low poly contains Vertex normals and everything else that is necessary. whenever i try to bake by mesh name on painter i get this bad error? can anyone please help?
Hi everyone! I have a low poly model with smoothing groups and reset Xform. But after to bake the models into the Substance Painter, appear a ugly lines. Also a Tried to export the low_model with a unique smoothing group, the previous problem fixed but appear a new artifacts. What is the problem on my low poly model? I…