@ant1fact Yes, cage is not needed in this workflow. Strange. I've been exclusively baking with SP for 18 months and 'compute per-fragment' has never not been on by default. :) @Nerdicon3000 Here's a description of the workflow: - Low and high silhouette matching closely - single smoothing group(no UV/SG splits or cage…
Alright, so I ended up figuring it out, but I wish there WERE an easier (faster) way. Just like in Susbtance, I wish I could just bake a Color ID map from Material IDs. But, this is how I did it from Maya LT 2016. * Made new materials and changed colors (important because Quixel only gives you hex/color info) * Went to…
Hi everyone! I'm trying to get a feel for what the most commonly used bakers are. xNormal is basically a given, but I'm pretty sure Substance and Knald are gaining in popularity. So what's everyone's most common baker?
Hey guys! I'm currently creating hair cards for a character of mine and encountered a problem while baking the Alpha and other maps in Xnormal - the bake becomes extremely pixelated. No matter if I use Antialiasing or not. I'm using 4x AA right now and if I zoom in I can see that the pixelated edges are a tiny bit blurred…
Are there any bake parameter bake settings in substance? Things like ray lengths, ray counts that kind of stuff? I was expecting to see a bunch in the baker windows.
Hi evrybody, here's my idea for the riot art contest: Baker veigar! i will probably be featuring morgana and pantheon in the background artwork (if i manage to take enough time to work on it) because morgana's skin already exists and i'm pretty sure lots of people are hopping for a baker pantheon skin (after all, thats…
Hi. Benn stuck with this issue for a couple of days now when baking the hi res details of a mesh it would output some artifacts. I've made sure that every intersecting geo has their own respective bake groups. Cage offset is good and doesn't change no matter where the slider is. I've tried edge padding to zero just to…
I just scanned the thread so forgive me if you mentioned it already, but just to make sure, what are program you using to bake this? Blender? Did you try to use the Blender's native baker to compare the results? I also highly advise to bake the same maps on xNormal as a form of sanity check whenever you get issues you…
Hey Nick, The preview material should use the default material configuration. In Toolbag 4 we updated this to use metalness/roughness. You can also save a custom default material by creating a blank material, setting up your base settings, and then going to Edit > Templates > Set Template Material. The baker should use…
The seams around the outer edges look like ray misses caused by hard edges without matching UV seams but the pixelated areas look like an issue caused by the bake settings. What texture size, antialiasing sample and dilation value were used for this bake? If these parameters are still using the defualt settings then try…