Sounds like you want to do an exploded bake. This basically involves moving parts of your mesh away from each other, then baking. Then you use the normal-map on the unexploded, original mesh. There are tricks that make exploding easier such as using animation keys to go between exploded and unexploded, so depending on your…
When I use the OpenRL Renderer to bake AO map in xNormal,the texture shows pure black like the picture below. When I change to the default bucket renderer,everything goes right.But this will take too much time to bake. What cause the problem?How to fix it?
So, i have cleaned up the LowPoly a little bit -> 573 Tris. It looks so: And here is a quick Bake with the OLD High Poly, and the new cleaned Up Low: Here is the LP Checkermap: Maybe i can make a LowPoly to HighPoly here, to get nicer bake results. Like Pedro said. Blockout, and then cut it to a HighPoly with nice…
Hey All, So i've been modelling for about a year or so now, and although i've taken lots of leaps and advances this has all mainly been with poly pushing in Maya. I've done a bit of normal mapping using Zbrush by importing a low poly from Maya and then exporting out the more detailed map. But I'd really like to move up a…
I tried using a Mental Ray bake instead and had the same issue. I've attached before and after bake screenshots with the Mental Ray bake settings. I used a checkered pattern here for the material - I was using a grunge texture (not procedural) before, but it seems to happen with any texture when I bake to vertex colors.…
So your saying I should reduce the low poly and high poly versions to their unique assets, Then bake the normal map? Afterwards run my symmetry modifiers.And AO bake? (I really don't know how to bake AO) Would i do my AO on a seperate UV channel flat mapping applied?Sigh i really feel like school cheated me.I barely know…
So ive spent the last day trying to bake the corner correctly on this model and i have had no luck in doing so. I have changed the uvs so they are stitched and tried making a seam aswell. map is 4k, padding is 32. I have read that famous thread on baking hard edges aswell, but i still dont understand why its happening. I…
It's been a while since I baked a normal map in Max, so I'm not sure what's going on here. I'm baking just a normal map from a highpoly and my output file looks like it has a noise filter applied. Anyone know how to get rid of that? It also shows up in my diffuse base. I'm only going off of memory for the settings in…
Hello! Newbie at 3D art here. I'm also new to these forums, so please forgive me if I'm posting in the wrong section. Let me start off by summarizing my issue. Basically, what I've been trying to do is bake down smooth edges from a high poly model, onto a low poly model without Face Weighted Normals. The low poly mesh has…
As the title implies, I'm a student learning 3ds Max. I'm learning how to take the details from a high poly model and bake them onto a low poly model. I've never posted on Polycount before, but I visit this website often and regard it as an honest and true test of one's abilities as a game artist. With that in mind, here…