Continuously working on this environment, Doors are modeled, unwrapped but not textured. And the top pillars around the walls for extra height along with the pillars over the doors are finished. C&C! =D - Scott 'Sythen' Baker.
Never ever edit the model after baking UV's, it will only break stuff. You should be able to bake a beveled cube without support loops without errors if they render and baker are synced.
Im using pro, my light is set the the default values as well as the light baker settings. if the light was too strong i would see all the shadows wouldn't i? not just 1 or 2?
I don't have Marmoset yet, but does it not support "explicit" tangents straight from the FBX? SD just bakes with whatever tangents are in the FBX file, so if marmoset doesn't use those then yeah no sync. You might disagree but I firmly believe that replicating the tangent calculations of the exporter in the engine/final…
In short, the only way to completely get rid of these errors is using a shader that is using the same tangent basis as the baker. The only one I'm aware of is 3point shader in max using normals baked with max rtt.
you can tell it to import normals, normals and tangents or construct them in engine. if you pick that option the mesh should be flushed through unreal into the bake to make sure baker and unreal are in sync. but it should matter if static or skeletal mesh, you have the same options
Try flipping(/invert) the green channel of the normal map. If that does not help, make sure to triangulate the lowpoly before baking normal maps. It could be that the "baker" triangulates the low poly differently than the program you are rendering it in.
I am trying to save a template where I have a baker ready and diffrent background color, but after I save and restart marmoset it goes back to default template. Is it possible to save it manually? Im using windows 10
Hey everyone! I've heard alot of good things from my friends about polycount, and how the community here has helped them improve their artwork. I welcome any critique on my artwork, website, or whatever. My web portfolio is www.bakerthegamemaker.com.
synced up in short: baker uses same data for encode as real-time shader to decode normal map. Sadly that is not sooo often the case.. http://pixeljetstream.blogspot.de/2012/06/tangent-space-can-cost-extra-money.html