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Like CB says it's a tangent space issue between the renderer and the bake. Theres nothing wrong with the distortions in your bake the bake is just trying to counter compensate the smoothing on the lowres mesh against the highres mesh. You would need to apply a tangentbase corrected shader like the 3point one to get rid of…
i did a quick google and found nothing concrete about normal map baking for second life except that in 2014 it did not import tangents from the mesh and they probably weren't going to change it. That means the mesh tangents are created at import and you need to do your bake in something that matches the engine. you need to…
Hi, I've recently finished modeling gun and started texturing. Unfortunately I have baking issues. I made my model in Blender and It seems to me that there is some problem either with topology of my low-poly model or shading smooth problem (or both). When I'm just using shade smooth option and export model to substance…
Hey all So I know this forum get's flooded with baking issues but this one is an issue I've never encountered myself and I really ran out of options right now (except for ''start from scratch''). A bit of background. I have a highpoly model existing of several meshes with turbosmooth on exploded for a clean and easy bake…
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…
Hi, I'm learning trimsheets at the moment and I'm asking a question that may seem a little stupid but I'm asking anyway. Is that possible to combine high poly bake & Trimsheet ? When you're making a Trimsheet texture, you're making a normal map with it. So, if you want to have a complex model (without extreme amount of…
For a large part of my time working with normal maps I have either accepted baking errors or fixed them by hand in Photoshop. Now I have decided to finally really dig into the process of baking normal and AO maps using 3DS Max, Zbrush, Xnormal, nDo2 and Photoshop to be displayed in UDK. My main motivation for this is to…
Yes, I am familiar with xnormal and the ability to import highest Sub D level objs into the program. The main obstacle I have is the overlaying subtools like the hand bandages, and the leotard/singlet. Here is a test bake I did with a color bake to show you the trouble I am having. As you can see the bake projection will…
Hey, Another project, another issue. I have a walk in one file with the hands constrained to a prop that is resting on the shoulder. I also have another walk in another file with the hands constrained to a prop with anim layers. I need to merge these into one file. I can't bake everything down. Baking the IK hands screws…