Hi, This may be a very basic question... Since it is a lot easier to break down normal map baking into separate pieces, and assemble them later - is there an easy way of taking lots of TGA files with alpha and assembling them into one file? Kaldera has a bitmap composer which does this, but I wondered if there's another…
So I packed my model, since it was long I made it 2x2k (4096x2048) but when I import the model into marmoset and set the bake res to 4096x2048 it just takes the first square and stretches it to that res, any one have any ideas on why? Thanks.
Hello, after spending hours on this i decided to come here to ask for help. I have a low poly model that i wish to bake with an Higher Poly one but I get some weird artifacts on the normal map following the topology. It seems to not be linked to the high poly as I tested swapping the high poly to just a subdivided version…
Hello! I'm writing this here because I've already tried everything I could think of, but I see no straight way to do this. I'm working with 3ds Max 2017 (in which i happen to have corona on the side) and 3D Coat 4.5 and I'm trying to bake a tiling wall texture. This is the wall that I've made. I tried to bake it in 3D Coat…
The cage determines ray cast distance so there shouldn't be any issues of portions of your model interfering with other areas unless your cage is clipping into itself, so adding a plane is not necessary. Personally, I would recommend making your cage inside Maya. xNormal works fine and all but in my opinion it's just…
Macbeth Chart is good for referencing colors and or balancing photos. Macbeth Chart "Remember Me" has a great overview of PBR a lot can be gleamed from this. PBR workflow for Remember Me Here is a shot of the passes. The guys that made Remember Me admit that too much micro detailing was added to the Albedo it was a…
Make sure both objects are visible when you bake. I usually put my hp and lp on seperate layers and turn off the hp for quick navigation, this works fine for every other type of bake, but AO will only register as a white or black output
Thanks for comment :) I spent more time on this topic and I manage to find solution. This is simple mesh, but i think it will work in more complicated meshes. As you said, I believe that it could be problem with vertex normals. Here are my steps: 1. I have created low poly mesh, half was deleted, after that I made UV and…
That is clearly a flipped trianglulation between what the baked had during the baking as the lowpoly from what you actually have in your blender viewport. This is obvious from the x shaped normal map error patterns. Make sure you triangulate the mesh on export.
Explode the mesh in an animation. Make a keyframe, got to frame 100 (or whatever), move the opjects pices away and create another keyframe. Then bake the normals. When you need the model to be one pice aggain (for AO) just go back to your inital keyframe and bake there.