Hello everyone! I’ve been searching for answers to my questions for the past two weeks, but I still haven’t been able to find a solution. I built my PCG setup based on the official Unreal Engine 5.7 documentation and several YouTube tutorials. However, the solutions shown in those tutorials don’t seem to work in my case.…
This is generally expected and something you will see with all baking applications. I just wrote a response to a similar issue on Reddit (I am not sure if you created this post or if it was someone else) but I'll paste it here as well. --- A baked height map will record the difference between the high and low polygon…
OK, sorry about that. I'm still in max5 here, but I've baked an indoor closed scene. I used the Adv Material Override to make an opaque window material emit light for the radiosity solution. Also I turned on Auto Exposure Control, increasing the Exposure Value spinner after the solution, to tweak the intensity. I ended up…
Could you post this stuff in your scene so we can see it with the high, low, and cage? General stuff to look out for and hopefully fix the issue. Make sure your cage, envelop in Maya, is encompassing your entire high and low poly models. Use an exploded bake setup. When you bake with intersecting meshes it will pick up…
Hello, I am having some trouble with a model I created. I cannot work out why I am getting errors around one of the handels after baking in substance painter. I have changed the UV's to only include the handles as I thought they might have had too little uv space orignally but I am still getting these issues. The models…
I have spend several months researching how to 100% accurately bake any low poly[hard edged and smooth groups applied] normal from high poly. There are several[thousand] factors with some being specific to the type of model and others are specific to what YOU want the end result to be. I developed a rather unhealthy…
Based off the normal you've provided I think I know the problem... you're baking a character no? I'm guessing you're baking it in one go but it doesn't work that way when you have geometry lined up next to each other. What you have to do is separate the arms / leg high polys etc and bake each piece individually. Here's the…
I've been searching for a few days to the answer and still cannot find it. Would be great if someone clarifies it to me. According to all logical sources and how I understand cage baking - the cage is there to: * limit ray distance * determine projection ray direction Assuming cage is the same topology - rays are projected…
Hi, I know this has been asked a million times but after going over several threads in this and other forums am unabIe to figure it out. I am making a real-time HK416 weapon to be used in a FPS game. I have my high-poly and low-poly models completed and unwrapped and now I want to bake the normal map using Substance…
Hi there, I've been following this tutorial on current gen game art workflows and now I'm stuck on baking the normal maps for my low poly model. I've followed the tutorial but can't seem to get it to work correctly, I'm using max 9 where the tutorial uses 2009 but I can't see that making much of a difference. Here's the…