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…
From there it would also nqot be far to an automatic screenshot assembly Anyways i love the idea from a community standpoint. For work related stuff this is a service i wouldnt use unless a client asks us to. NDA data on _some_ server is a risk i wouldn't wanna take
(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…
Thanks for making this; anyone looking into baking is very lucky to have such a concise and understandable resource available. I do have one question: Is 'handedness' a new term you've come up with? I haven't run into it before at least. There are already many terms for this (which you name in the article) such as swizzle,…
I have this low poly truck I had to do , but for some reason the baked textures on the door are coming out brighter than the rest of the truck and I cannot figure out why. I am using nothing but default lighting when I bake and I am only baking the normals and diffuse channels. This is done using Max 9. Any ideas as to why…