I've been trying to figure out a way to bake out the difference between 2 meshes but can't really figure it out. Say I have 2 meshes like the ones below, on is a clean mesh, and the other is damaged or chipped up. I would like to be able to bake the difference between the 2 of these out somehow. My reason for wanting this…
I did a simple test on a table to see if I could bake properly, since I am pretty new to it. I came up with this: Im not sure if it is a good bake or not because there are some shading errors, maybe someone can help me?
I'm following the Modo Steam Edition tutorial here. I finally got to the point of baking out my maps, and I'm having some pretty big issues with the Normal baking result. Despite following the tutorial step-by-step. Normal baking is a complicated process, and I know I've made a mistake somewhere, but I absolutely cannot…
Make the ID map directly in max for now I think it's borked and there might not be some weird obscure thing to get substance to read the materials correctly ( it certainly reads there are material IDs on a high poly and assigns different colors to them in the ID bake)I say just get the ID from max in a few mins and move…
I've been trying to track down the cause of this issue but have not had any luck. If I find someone with a similar issue on the Unity forums nobody seems to have found a solution for it. After my light bake, I get this pixelated edge that can be seen only at certain angles and it doesn't matter how close/far the camera is…
It's surprising that people tend to forget that you need to import a cage (which takes that many more steps to generate one, export, import to XN) to bake out some maps. Otherwise, you'd be defaulting to a non-average bake which obviously isn't ideal. I used to use XN, but do my Normals/AO in 3ds max (match by material id…
You should be able to rename the objects in Zbrush. I'm not a Zbrush guy though so I can't tell you how. You could try making a post in tech talk. Another thing you can do is drag your OBJ files into Toolbag and put them into bake groups manually. If you don't need a lot of groups this should be quick and easy to do. You…
Hey polycount community! Is there anyone who knows how can I set a limit for offset distance in Marmoset Toolbag? For example, in Substance painter is possible to give rear and front distance rays for a baking cage. For my Ivys I have issues it is baking the opposite side which I won't. If there is no such function then it…
(Sorry for my bad English, it's not my native language) Hi Guys I'm trying to model my first game asset and I'm having some issues with Baking, a lot of the edges of the model are getting distorted and I have no idea what's causing this problem. I already tried to redo the UV, redo the Low Poly, bake in other programs but…
Hey guys, I am currently working on a hard surface model. Here is my concept art- I created the high poly by modeling with a subdiv surface modifier. I created the low poly from the base mesh for that, they fit nearly perfectly inside one another. High poly in Unity 5- For the low poly, I edge split the hard edges, and put…