These assets will be in an interactive learning program, wich will have a roman level, Aquincum. The deadline was very close, and there were more than 30 assests wich I had to deliver. So I had to make assets as fast as I can, and worked out relativley fast ways to do it. Please let me know if i did anything dumb!…
It could be a triangulation mismatch. You need to triangulate your mesh in Blender, and rebake the normal maps after. It is likely the application you baked the normal map in (Blender ?) does not triangulate the quads and ngons the same way Painter does or Marmoset does (it is also likely that Painter and Marmoset would…
Is there a way to bake cavity maps in marmoset? I've read somewhere you can get a cavity map with the ambient occlusion baker with the right settings, as its the same thing essentially, but I can't figure out the right settings.
Heya, been spending the evening working on some textures and practising through some tutorials and encountered a small problem when working with my normal maps. I did look around but didn't find any other thread about this particular problem. When baking out my normalmap from a highpoly model in Maya I get these diagonal…
Hey guys, It's been a while since I last used Substance Painter, and I'm having a lot of trouble baking the normal map for this coffee maker. THE ISSUE: When I go to bake the high-poly into Substance I get these artifacts: Here's a close up of said artifacts, along with the wireframe. I noticed that the low-poly wireframe…
Trying to find some info here with no results and its just confusing me a bit more. I have a lot of grass in my outdoor scenes in my game Im making. Its currently all instanced using the foliage tool and its set to Static with cast shadow, cast dynamic shadow, and cast static shadow all checked. My main question is -…
Ugh sorry I misspoke, it the cage has to be as close to your HIGH poly as possible without going through it, not the low poly. The raycasts from your cage have to hit the high poly, if your cage is going through it then they will cast through the mesh and pick up the first thing it hits meaning you could get a hand on a…
Back again with another update to this one. This time I've: - Pushed the lighting. I liked the godray shining onto the runestone to attract the eye a bit more and thought I could get some storytelling going there with the ravens having flown in to sit menacingly on our little runestone. - Moved around some pillars and…
I don't know if this is explicitly the problem, but your bake hierarchy is different than I'm used to seeing. When you create a new baker, there should be high and low folders where your high and low should go-- yours doesn't seem to have those.
hey guys trying to bake this cave scene but i keep getting these weird missing chunks iv tried bringing the low poly as close as possible and it doesn't seem to effect it any takes on what is causing this thanks a lot ??