More or less(accuracy may vary a little from engine to engine). Previously if you wanted to use a 1SG workflow you would need do A. have an engine that was synced to a certain baker and B. only use that baker to generate your content. With handplane you can bake pretty much wherever you want, however you want. The thing…
ok guys.. after I used distance caculator tool the normal map goes correct now ------ Hi , I am going to created legs model and I get a result like this , seems that those 2 legs also bake for each other in marmoset dose any know how to bake normal in this situation? thank you !!!!!!!
Not to throw a spanner in your learning progress as this is all valuable and vital info to digest, but you can save yourself a lot of hassle with the older 'hacky' method of baking by moving to a synced(averaged vert) baking workflow. Because your baker (XN) and destination engine (UE) both use the same tangent basis…
Hi everybody. I have a very persistent problem I seem unable to solve. I am working on a model and to save texture space I mirrored some parts. The process I follow in From Blender to Substance is: Unwrap and straightenmy UVs -> Apply my Mirror modifier -> Offset the position of the mirrored UVs by exactly one UV tile to…
Hi! Doing a bake with the attached files in Painter, didn't reveal the issues you show in your original post. The file contains just a single door element. Maybe the issue you presented is caused by the way UVs are stacked and due to the bake settings? Did you bake with your test file as well and reproduce the issue? That…
Yes, non-negotiable. If you use average normals you will overide the lowpoly mesh normals and get errors when you apply the nm to your mesh. No, you don't have any restrictions on your lowpoly, this is why its important to use a cage. If you don't use a cage, hard edges on your lowpoly will result in seam errors in the…
Short answer: don't use the Max viewport to validate normal maps. For flawless results the baker and the renderer have to be synched to the same tangent space. Max's baker is only synched to its scanline renderer. If you want to see your model correctly, choose your game engine, find out what tangent space it uses and bake…
In blender when baking with a multiresolution modifier from this highpoly: The baked normal-map on the low-poly looks like this when using "Bake from multires": These are the UV seams: I thought it had to do with UV seams first, but it's unable to bake round edges anywhere at all, anywhere on the model. I noticed that…
MODO's baker is fine. I haven't had a problem with it. It is a little bit odd learning how to do it inside of MODO the first time, but it does get the job done. Personally, I still prefer baking with Substance Designer's baker. I just love how quick and easy it is. I think most people using MODO still prefer to bake in…
Hi! By overlap, I meant one part (for example jacket) having UVs overlap with itself due to the generative modifiers (mirror, solidify) - not UVs of different character-parts overlapping (jacket and pants for example). Here is a quick walkthrough how I checked with the jacket: 1 - UV Sync Selection is enabled in UV editor,…