Also, triangulate your mesh before baking. This was if your baking in an external app, the triangle stripes will be synced between your modelling app, baker and the engine.
By default Zbrush can't bake matcap to diffuse map. Here is a link to plugin: http://www.zbrushcentral.com/showthread.php?170886-MatCap-Baker!-unofficial-Information-Installation
This what i said "smooth cage and solid" - skewing tells baker how to treat with part of mesh - to bake it with smooth or solid normals. So yeah, i tried it
Hehe...yeah, guess I might be stuck eating the cost of nvidia. It looks like Toolbag (my baker of choice) seems to be optimized for RTX though, so there's that 🙃
Is there any way to manually update the curvature map? Having a curvature map baker doesn't seem all that useful when you can't use the textures it produces.
Hi guys, I'm baking a lot of stuff in marmoset using python api, however today I've found that when I set baker.multipleTextureSets = True Marmoset found 0 texture sets in my model: baker.getTextureSetCount() retrns 0. Model is ok and have materials properly set: if I select baker in scene tree view by hand it refreshes…
AO aren't supposed to pick up finer details willy nilly, you will need to either change around the settings of your baker or instead generate a cavity map.
What your exporter is doing is embedding the tangent data that is in xsi into the mesh and therefore the engine takes this data and uses it instead of calculating its own tangent space. Now when you bake in xsi the baker uses generates tangents that are the same as you export and therefore your normal map is calculated…