Hi everyone. I’m getting strange shading artifacts after baking maps. When I move part of the model, the artifacts disappear, but when I move it back to its original position, they appear again. I tried marking sharp edges and adding supporting edge loops. I also tried fixing the normals in Photoshop, but that didn’t help.…
Hi! Does Painter give any warnings? From the baked texture it looks like just one element was baked and the padding is flowing over to other islands. Do the high and low-poly meshes line up in the baker preview? In your description you write of prefix, I'm used to identify by suffix (as is the default ). If meshes can't be…
I make an ambient occlusion bake based on their high polys with the Self Occlusion option set to "Only Same Mesh Name" (I don't like the "Always" Self Occlusion results"), then I make another bake without the high poly with the Self Occlusion set to Always. I merge both of these bakes in Photoshop then get back to…
So I would like to ask a question that I'm asking myself since a very long time now. I'm a Maya user and now experienced to deal with vertex normals. I have also read some things here and there about smoothing groups and I think I understand them too, even if I don't use them. However, I really don't understand what is the…
So I've done a bit of testing with normal maps in Unreal to see how optimal I could make my results, after testing different things for years. I've known about smoothing groups causing issues for normal maps for years. But only recently learned about how different engines use different tangent spaces and not all normal…
I'm working on a project for a game asset and I'm baking the maps in Marmoset. But this part right here keeps coming up with this error. I tried to paint skew adjustments but It doesn't look right, so there must be something else I can do. Maybe it's because the low poly model doesn't have enough detail? But if that's the…
It looks like there's a ray miss where the hard edges split the mesh. Hard edges that aren't pared with UV splits can generate extreme normal values that will cause artifacts when blending across the split edges. This can be resolved by adding a UV split along the hard edges and adjusting the padding so there's adequate…
Sort of right. When you have a properly synced baker/rendered, you start to run into issues with resolution. IE: if you dont have enough pixels to represent a gradient, say on a long thin triangle, you're better off setting some hard edges so the gradiation on the lowpoly smoothing is less. This issue are compounded as…
I was slowing typing out a response here to everyone that offered advice when I stumbled on the issue: unreal doesn't take the material into account when lighting! I thought I had checked this issue when I viewed the 'lighting only' mode (as posted in that large image above) but it turns out that mode isn't just the…
make sure your material is white for both the low and hi poly, and that your normal map is not applied to either. ill make that mistake sometimes where ill try to take a look at the normals, see something wrong and leave the map applied, then bake again. i get a new bake with the old bake on top of it. if by some chance…