Hello! I've been looking for the best workflow from the time that I import a model into 3DC until it's ready to bake and export. Problem is, I have found hardly any information or documentation on things that I desire to do. I am looking to bake an object, made of multiple subobjects, and bake it, and all the videos that I…
Hello I had a scan, few milion polygons, i "converted" this (retopo etc.) into a lower poly version of 10 000 polygon and Diffuse, Displacement (32 bit EXR) and Normals maps (the "standard one" - purple-ish :-) ). I deleted the original scan. Now i "discovered" that i would like to have also even lower poly version of this…
I'm having a particular issue with a bake I'm trying in XNormal. Here is what I'm trying to bake to a flat plane: When XNormals started misbehaving, I did a low-res bake in Textools just to make sure the normals I was working with were okay. For reference, here's what it gave: So far, so good. I then export to fbx format…
Hmmm - looks like in 2021 on MODO 14.2 this does not work anymore... I imported a mountain mesh (100k faces), selected it and switched to the Paint tab (never used that before) and clicked "Geometry to brush", projection along Z axis.... Modo bakes for a while and returns a completely grey image, when baking Vector…
Firstly, apologies for not posting this in the Substance forum, but it is down at the moment. I have a prop I want to bake a normal map for. I have named all the parts of the low poly with the naming convention "_low" suffix at the end, and will be naming the equivalent parts of the high poly with "_high" suffix. I am…
So the bake that caused the triangulated looking seams was from Max? or something else like xNormal? If the bad bake came from an external program, it might have to do with the cage mesh you exported. If you exported without preserving the SGs it could harden all the edges and give a screwy result. (I'd imagine you would…
So I've been modeling a dresser for a level I'm creating and I've made a hi-poly model to bake. Every time I try to bake the high onto the low, I keep getting these weird "normal glitches" appearing in my map. What can I do to fix this? I've softened normals and added a separate material to each model. Everywhere else is…
Hey guys, my hp has a multi sub object and i defined 2 colors on my mesh by useing 2 id: one is red and one is blue. i exported the hp and the lp as obj and loaded them into xnormal. normal and ao bakes worked fine but i only get a red big square when i want to bake a base texture. i need this one for masking. i tryed both…
For my college project I decided to model a creature, to start off I made a sculpt then did a retop on it. Here's the high poly and low poly: And this is how they look on top of each other before exporting as an FBX: My problem is that when I bake the high poly onto the low poly in Substance Painter, I get issues in the…
The high poly does not have to be UV mapped to bake a normal map. There are very few situations where you will ever need to UV map a high poly mesh. A normal map is a 2D representation of the high poly's physical surface curvature in relation to your low poly's surface curvature and vertex tangents baked into the UVs of…