Hey guys. Was hoping someone could help me out here. Been using Xnormal for the first time. I've imported an obj for my low poly and an obj for my high poly. I grabbed the low poly's verts, scaled them out along their normal and used that for a cage in xnormal. Here's the bake I get using the cage: and here is without the…
Hi, I have just started out with Substance designer and I have created a Graph with some noise/tilling texure. But how do you bake this texture out. I have seen several baking tut but they cover HP/ LP meshes baking. I just want to bake out from the nodes. Can anybody helpout on this :-)
Hey guys, at the moment i use for baking and texture substance painter 2 . i baked and textured some stuff and had never problems until now. I got an asset (hp out of zbrush 3.8 million polys) and a lp with uv's. i usually bake a first test with 512x512 or 1kx1k and standart setups to look if i got any erros in my bake…
Hey everyone, I wasn't sure what it's called. The problem I'm referring to is what happens when you bake, for example, a smoothed cylinder onto a low-poly version of that cylinder. The baking info when put on the low poly mesh shows how the edges of the low poly object are breaking the smooth curve of the cylinder. I can't…
This has nothing to do with synched tangents right now, that's another issue for another time with smoothing groups. There is something wrong here, you can very clearly see the dents and other 'little holes' going out instead of in, the entire part of the axe in the font is curved inside because of this, something if…
Blendshape Bake Script! Note: SAVE MAYA BEFORE USING! (Always a good sign...right?) Hey Polycounters, I made a mel script that converts almost any type of polygonal mesh animation to a blendshape. This allows you to export things like MASH, deformer animation, and NCloth out from Maya into engines like Unity. Wow! Made…
It can apply to different things, but I think the most common one is when you take any information from a model or 3d scene and then put it into a static texture image. For example, one could bake lights and shadows into a diffuse color texture, or into their own lightmaps. Another big one is baking normal maps, in which…
So basically I don't get my baked normals out correctly. I use xNormal to bake them. I have tried baking the normals with a cage, but it didn't seem to help much. It seems to happen where I made UV cuts. To describe my workflow a little for this model: I made the model in zBrush, retopologized in 3DCoat, UV'd in Maya then…
Hello there. I have a question regarding baking of a mesh with areas that are situated very close to each other. For example, a robe with a hood, where the hood touches the back, so to say (to show what I mean attaching a example from hogwarts legacy). So the whole robe is a single mesh so don’t think exploding is the way…
Hey again, So this has been bothering me a bit as I just can't seem to get it to work, should be a simple problem really though, I've done it before in MAX. I'm using Maya 2012 atm and I want to bake out a lowpoly AO, BUT I want to include normal map information into the AO bake. Basically because I often have a lot of…