The way I would do that is bake all the maps from the high poly object to the flat plane, and then texture the plane after baking. This process is called making "Trim Sheets".
Hi All, I am trying to bake 16bit per channel normal maps in maya. So far the only way I managed to do this is by using the transfer maps and baking out to .exr format. This gives me 32bit normal maps which I can convert in photoshop to the correct format. I am only worried about compression on these .exr files since they…
Environment art is probably somewhat more in demand but doesn't mean it's easier. Character art is one of the most difficult roles to get into, highly competitive and requires a wide array of knowledge, especially anatomy. Based on your current portfolio, I don't think character artist is a viable path. But at the end of…
I still have to texture.. So this is my first go at the process of creating a game character and it's a wip* I could use some assistance with baking maps and figuring out what I'm doing wrong on my bake because the AO map is kinda bad in my opinion. Please share thoughts of any kind to help me prep the best maps I possibly…
Hi every one! I'm totally new on polycount but you've already helped me in the past ::pleased: At work, i'm working on a new pipeline to improve our quality and speed. I already use Quixel at home, so I submitted this software and Substance. My problem is the engine used for the simulator, it only support diffuse map. Our…
Hey everybody, I've been doing some tests since i'm making an object that consists of a lot of different sub-objects that have symmetry applied to them to save texture space. A fairly simple object of this is the barrel below: The edges of the bake came out quite smooth with almost no artifacts so i'm happy with the…
Triangulate your model before baking and before importing into your engine. You have no way to know how each export/import procedure is going to interpret these diagonals, therefore you do want to force them every step of the way. The very first picture in this thread is typical illustration of this problem, and this might…
I'm working on the retopology of a high-poly model I made. I'm not very experienced with retopology and baking normals. When I extract the normal map in Substance Painter, I see these triangular artifacts(like cuts) as if it were a mesh problem. When I bake normals in Substance, it generally looks pretty good, but if I…
Make sure you're baking with the cage and not that useless "use offset" thing. Also make sure the low is aligned correctly, so many little problems are fixed simply by making sure the low is as close to the high as possible.
Thanks for your response, m4dcow. Now I understand how to use it to bake multiple high meshes into 1 low, that's cool :] Back to the cage issue - I suppose I can't get this to work without exploding the scene. If I'll make a new FBX file with all of the corresponding cage meshes, they will all be intersecting each other…