The entire low poly mesh is using hard edges and the normal artifacts appear around the perimeter of most faces. Bright normal map seams that follow existing edge geometry are generated by blending extreme pixel values from either side of a given edge. This type of normal map baking error is indicative of UV padding issues…
The main difference in between having separate AO channel vs having it baked into color texture (albedo/base color ) is that in typical real-time render AO will be seen only inside shadows or under cloudy overcast lighting. On directly illuminated by sun sides of things you typically wouldn't see any AO. It's actually how…
So, I was looking at this classic thread on foliage making. And I got a few quick questions. - How do you bake a polygon grass model onto multiple cards? Or do you simply bake them onto a single card, but re-use them creatively? - If latter, it seems we are "adding baked cards until a grass look good from different angle",…
sup guys.. anyone know a good tut that shows how to make low poly, unwrap and bake this or just unwrapping and baking will be fine P.S it not finished yet :poly142:
hi there. about the uv map problem.. I'm not sure how it works in maya but if you merge the lowpoly together you can unwrap it onto one map. Maybe you can select all objects and unwrap then. In max this would work. The most basic info is: you have your uv / texture space and the unwrap of every single object may not be…
@zetheros hey cool ideas, the first thing that came to mind was scaling UVs to edit tiling density, but you might also be able to do something like HP sculpt layers like ZB has, but then scale the detail in those layers via a scaling brush (up or down) before projecting to the mesh. as for sculpting tiling textures, imo…
Hello, What would be the best (easiest) way to align high poly and low poly meshes for baking in substance painter? My workflow so far goes like this: 1. Create base low poly model in 3ds max 2. Import LP mesh to Zbrush. Dynamesh -> Sculpt details -> Decimate -> Export (fbx) to 3ds max. 3. Import HP export to same scene…
Never Mind i figured it out For anyone that's interested here are the steps i took Using X Normal 1. I selected my new model with new uvs as the Lo Poly 2. Set my old model with old uvs as the high definition mesh and selected the normal map as the base texture to bake and checked Base texture is a tangent space normal…
[WEEK 03/04/05] The Adventure of one cliff SCULPTING So, I decided to create a fully 360 hero rock for the smooth shoreline structures. I sculpted it in Zbrush, using mostly ClayTubes, TrimDynamic, DamStandart, and StandartBrush with alphas from Megascans. I needed to have a "smoothed by water" look but at the same time to…
Hello everyone!! This week I’ve been finishing the high-poly model. I then moved on to retopologising the organic parts, whilst leaving the hard-surface parts at mid-poly. I also created the UVs, settling on 6 UVs in the end. And I’ve carried out the first bake tests. I hope you like it!