I'm having an issue when baking out a normal map from Xnormal. I could be completely off the mark here but in my Xnormal bake (top in the image) the colours/ feel I am seeing look like a world space normal map to me. I have it set to tangent in the normal map baking options. As you can see when displaying with the Xoliul…
Maybe it's and old tut before Unity had mikkt? I'm not sure as I use UE. Unsynced obviously works as it's been the hacky way people have done it for years. Yes, both Max and Maya have their own tangent basis whilst pretty much everything else now supports mikkt. Personally, with so many modern, dedicated baking solutions…
Hello, Everyone! Have some intresting problems with baking. I have HP(Hi-Poly) radiator grid of automobile: I tried to normals bake it into plane: I used Marmoset Toolbag 3, without padding and got that result: I heard something about alpha-channel to make holes transparent. I made alpha map and got my holes>:) And finaly…
Hello all, I seemed to have run into an issue when baking the lighting with a tessellated mesh... is this something that can be fixed or is it a limitation? So far I've tried upping lightmap density and bake quality but neither have any luck. I'm guessing it's baking the lighting to the flat mesh, then when it tessellates,…
Right, bake normals as normals. Normals need to be baked as normal, because normals are relatve to uv space and mesh normals. So if your mesh normals change, or if your uvs are rotated, baking just the texture information will not work. Apply diffuse as diffuse and bake a diffuse map(no need to worry about lighting) Apply…
I used to struggle with AO, curvature and even separate concavity & convexity maps... but now in Marmoset Toolbag 3's baker when all the high and low polies and cages are set up, it's just one push of a button and bakes are awesome. ;) Nowadays you don't basically need to bake anything else than these 6 helper maps for the…
Hey there 3d masters! First of all: That's really a nice place to find information. Read already plenty of threads here and abroad to fix my problems and while I did find lots of useful information that could help me out a lil, I just fail to nail it. Okay, here's what I got: [LIST=!] [*]A mainly symmetrically sculpted…
Hi, I am having a problem with UV. So I was given a low poly obj. that already has a UV that I must keep. My task was to detail the fabric piece with texture (alphas, sculpting) in Zbrush, how I did not know the UV was already there so I used zremesher early on to make it easier to sculpt on. Since I changed the mesh, the…
Hi everyone! Today is my first day on polycount and I come to you with an issue. I'm a student and my assignment was to bake out some normals for a crate. Well, I'm having a strange issue with the normal map. This picture is from maya, but the same problem is happening over in mudbox where I originally baked the normals.…
Coming from substance too older methods of baking is very jarring but i cant use substance anymore and Xnormals is not doing the job, i was wondering if there are any sort of "bake by name" or way to bake too the same map object by object so the transfer does not take from the surrounding meshes when being baked? Currently…