I'm probably doing a lot of things wrong, but this is my first time baking normals. I also tried to bake them to a simple plane, that worked just fine. Also this is just a test, there is pinching at some of the corners> I don't really care about those right now since I've spent a few days screwing around trying to fix…
need some help with batch baking mental ray maps in Maya. I am trying to generate some light maps for an environment, I have worked out a lot of issues to produce something I think will work . .. all except for the maps it spits out look like they are 8-bit. Here is an example as well as my settings - I have tried setting…
Hey all, I have run into some normal mapping trouble with a model I am making. While I am getting these issues all over the model, here is a simple example of one of the cars headlights and the issue I am getting. Low poly and UV Low poly + cage High Poly UV + Ray miss The beautiful result So as far as I can tell, this is…
The normal, ID, curvature etc. should not take more than a few minute after the initial loading of the high poly mesh. AO and thickness are more costly but should not exceed 10 min maximum. Can you take a screenshot of the AO/Thickness baking settings?
ZBrush can bake out your normals too, but obviously you'll need to have UV'd your mesh before you send it to ZBrush. On some assets, such as this one, that would be fine as you wouldn't be changing the silhouette too much. For characters, or other assets which are starting from a very primitive base and likely to be…
One thing that can help in terms of intersecting errors is to merge together parts of the lowpoly that don't move. I see this really often, people will model the lowpoly with as many mesh chunks/objects as teh highpoly, which doesn't make any sense (wastes uv space and makes bakes more complex). Also in terms of editing…
I'm making my hipoly and baking normals onto my lowpoly but during the process I'm not sure why my normals come out w/ so much noise. I have checked smoothing groups on the pieces but those are ok, I don't have lights in the scene, and Gamma and Lut is disabled, also for the lowpoly I set materials on default materials, so…
Hello ! Always loving the JuniorSenior avatar :) Along the lines of the suggestions from the Great Eric, and considering that the goal is an actual game asset for UE, then simply start by modeling a first version of the final polygon game asset of the tent at rest. Garment making tools may be useful to an extent since they…
Working on a male base mesh for future projects and decided to post shots of the progress for critiques. The torso is pretty much blocked out and the arms are still a work in progress.
Mental ray does suck, XNormal is better but I never got used to its workflow and Gui and setting up complicated scenes became a ball ache. Vray is really nice, but has similar cage issues in my experience when using High to Low projections. So ... I do occasionally use mental ray for the AO if I'm in a hurry. The trick is…