baking cylinders is a fools errand, Even if you make it look great it won't shade well when it LODs Bake the information to a plane and map it to the low res geometry - the mesh normals will take care of the rest. The bit in the middle is bakeable - the round bits you want to split off and treat as described above
Hi! I don't quite understand what's your high poly (first image?) and what's your low poly. If you have a separate body and handle mesh use match by name in Painter or Bake Groups in Toolbag to avoid close-by meshes projecting onto each other. Generally, I'd make sure to check the applications' documentation and read about…
It looks like padding just doesn't get displayed in Painters 2d/UV view. The actual baked map should have padding based on the dilation value set, so ideally no tweaks outside of painter should be necessary (which would have to be repeated on each subsequent bake when UVs changed). What does the baked AO map look like? I…
I usually make the highpoly in Zbrush (even if I make my blockouts in Blender) and then after finishing the hp and making the lowpoly with UVs I add names to the pieces of the lp and the subtools of the hp accordingly to bake them by name inside Substance Painter, add a single material for every texture set of my lowpoly…
Smoothing groups are somewhat dependent on how you plan to view your model in engine. If it's flat lighting, smoothing groups don't matter. However, if you are baking normal maps there are some guidelines you should follow to improve your bakes. There are exceptions, but generally the same steps are followed when preparing…
These are 2 types of workflow. From what i've seen , High to Low poly is mostly used when making organic models. They first sculpt the character with anatomical details since it is faster to sculpt than block out an entire human body made of polygons. So they basically sculpt a human body made of millions of polygons (or…
Hello, i'm trying to bake a simple normal map but i've some aretacts ... See here : Here is the normal map : I created the low poly version in Maya, unfolded it, then i used the crease tool to make the high poly version of it ( with convert smooth mesh to polygon ). I also created a cage based on the low poly model. I…
its red because rays are missing i don't usually bake with cages because they're a pain in the arse but make sure the cage is encompassing the high poly and if you have any control over projection distances, try making them a bit larger
I'm creating a "how to make butterflies for a videogame" tutorial. Butterflies similar to those found in Skyrim or the recent butterflies found in unreal's blueprints demo. My current train of thought: Model/texture/UV Butterfly > Animate > Set to Particle Effect I am very new to animation. I'm usually just "the modeller".…
I'm working through a project and integrating Designer for the first time. I mainly do hard surface models with several moving parts, which I bake with xNormal via Chris Whitaker's Funky Xnormal Batcher. That lets me bake several LP / HP pieces and then combine those maps in PS with one button press (Generate PSD button at…