I tied it couple times but it never worked with UDIMs. Does it really? I once managed to get it working with some other naming convention but couldn't recollect now what it was? And I had other issues with Max RTT as usual; super slow , weird artifacts everywhere, etc so haven't tried to bake something in MAx for couple…
Hey guys, I'm making a furnace model and I'm wondering if I will be able to bake the brick wall as a normal map somehow to not get too much triangles. This is how it looks And front look So as you can see the bricks aren't really in a straight line and I don't know how to make it so they will bake nicely. Any ideas? How…
Could you post your UVs and the baked AO map? The jagginess is most likely from rotated UV islands, or at least edges on them that are not completely horizontal or vertical (no rotation). If you take care to align your UV islands better you should get rid of most of them. Another cause for the edge brightness could be UV…
Tools are getting better and better and faster to work - which makes non-artist without artistic skills to create nice good looking 3d art. For example, 13 years ago when u needed body, u needed to sculpt it from scratch knowing anatomy, make textures, make shader, paint human skin (which was super hard) in order to get…
Hello Polycounters. We are pleased to announce that we are working with polycount to run a contest for handplane baker. We just launched version 0.93 and it is now polished enough that we are looking for feedback on usability and suggestions for features to add. Handplane baker is free and you can download it from gumroad…
Since you're using XN, here are a few things to note. -You can unwrap your HP and do a UV-bake, I'm not sure how much more beneficial this is to a standard Cage bake, but it might help with uber-low poly bakes especially if you have the details where you need them to be exactly, without stretching. -Upsize your bakes to…
I would say no and no. The AO artifacts are due to the intersecting objects - so the way to solve that is to merge the objects or enable the Two-Sided setting. I wouldn't recommend overlapping UVs - this might cause other problems as the faces are unlikely to line up perfectly. You could isolate the UVs that are completely…
Here is my blockout in Maya. I’m going to take it into ZBrush and refine it further. My plan is to only do retopology on the more prominent pieces, such as the side decorations and the middle section, and bake the rest to keep the polycount as low as possible, because right now it’s far too high, as you guys can see. I…
I just scanned the thread so forgive me if you mentioned it already, but just to make sure, what are program you using to bake this? Blender? Did you try to use the Blender's native baker to compare the results? I also highly advise to bake the same maps on xNormal as a form of sanity check whenever you get issues you…
Substance is totally my thing right now. In fact there was a few months where I had substance designer just so i could bake in it, and then I would go off and texture in photoshop like im used to. Now im using painter as well for texturing so the new workflow is melding together quite nicely. Before I started using…