I've not baked a curvature map on the new ones but... Sampling radius will affect how far away from a given point the baker looks when determining curvature. I expect larger values will give you a more accurate and possibly smoother result Relative to bounding box means projection vectors are expressed as a proportion of…
There is a valid point to using max *because* it is broken. You see, most bakers/engines arent synced up. Which essentially means everything is broken. So if you're using max' broken viewport display, you have to do things like add lots of extra geometry, make sure you have plenty of hard edges, etc to get a quality…
@EarthQuake: Sorry for my lack of clarity. What I mean is a sub_group within the bake groups of each baker, which objects can be added to that will only influence the AO bake, being ignored for all other bakes and not influence the cage in any way. For example, I have a "head" mesh and a "hat" mesh. I want both objects to…
super busy since Exanima (muh day jerb) released update 0.9.5. I'm posting this update quite late in the day; Did a very quick bake of iron automatons so that they're ready for animations, unpainted as usual. Going back to polish the swamp abyssals and get a lowpoly done of that race as well. https://youtu.be/1_P3Y9LnPVQ…
The most important thing is getting a correct sync between baker and 3D viewer. If it's the same tangent space between them you can get away with any gradients. If you bake in 3dsmax use the 3dsmax tangent space in Marmoset's mesh settings, if you export use .fbx with tangents and binormals to carry along the tangent space…
I made a couple of tests with the baker, results are looking pretty good so far, here are some thoughts: 1. Dither output looks super useful, but I still prefer doing it in Photoshop, the pattern looks a little too obvious: 2. The path in destination appears after choosing the folder, but after saving it's empty (the maps…
If for anyone the padding option isn't changing the padding on the baked maps, check if it's the fault of a ground plane you might have imported. I was just doing some low-to-low AO baking and using a ground plane for shadow casting, but the plane that was perfectly filling the UV space (not directly visible) prevented any…
I have been working on my roof, and I am considering two approaches to achieve results similar to No Rest for the Wicked. Since the game uses a top-down view, their roof tiles are quite flat because they don’t require much depth. However, this wouldn’t work in my environment, as I want it to work well from multiple angles.…
Only if your bake is set up incorrectly should smoothing groups have an effect on your end result. If we follow these rules, the results should be the same with/without: A. Split uv chunks where hard edges/smoothing groups are B. Make sure projection cage is averaged Putting everything on 1 smoothing group may cause other…
Aaaah, feck it. EDIT: OK, so this is the question I have now, why don't people create the correct tangent 'bakers' for their software before releasing it? It doesn't make sense, atleast make the information easy to access so people know. I just found out today thanks to EQ that UDK is NOT synched with anything except Max's…