Yep, exactly. Max should be able to read OBJ files containing Polypaint info - NO TEXTURE! - and bake the vertex color onto a low poly textured object. But you can do it in Zbrush by: 1. polypainting a hipoly and make a retopo from it 2. import retopo into Max, fine-tune the Unwrap as you want 3. import back the UV-d…
Your UV map could probably be done better with overlapping shells to provide more pixel information to the mesh. Remember overlapping shells need to be offset out of the 0-1 region. Anyway, from what I can see you haven't smoothed the normals on your low poly there, in maya under the polygon menu's there is one called…
"The UV´s have much more padding now, but it still has shown the same issues (second image)" Hello, Your problem is related to UVs, but not to padding. And it's not even a problem with the UVs themselves ; you are witnessing (and currently misinterpreting) a rendering error and attibuting it to your normalmap or your UVs…
So it seems to have a problem with my highpoly: [Scene 3D] Failed to load 3D scene.
Converting the string "000000.0000" into a value resulted in overflow. [Baking] Baking failed (Normal Map from Mesh) [HighPolyMesh] Unable to load scene from Url 'file:///E:/Users/Username/Desktop/Rorschach/bake_high.obj' [Baking] Baking…
You know I got a big question on marmoset as still new to it and make sure if i heard something right. Now I export from blender my high and low as one. Now while checking things on marmosot i notice there were things that were off with my low poly so i had to go back into blender to fix it up like fix up, unwrap etc. here…
If not enuff memory and If deleting all history anyway... How about transfering the pnt animation to a duplicate? if yes save following code as cly_bakeVtxDuplicateTransfer.mel select poly object and execute like: cly_bakeVtxDuplicateTransfer 1 substituting 1 for the desired step increment for keys ( integer fer now ) //…
Winner winner chicken dinner. @Pevec there is no detail for the normal map to capture because all of the faces are perpendicular to the baker. You need to bevel the edges on the high, slope the faces or ideally both to have something the baker can record. Check out Slopes and Bevels in the Best Results section…
Hello There, I've been experimenting with VRay for a while and I love the results I'm getting. I would like to try using VRay in combination with Max's Render-To-Texture to see what kind of results I can get. The only problem I'm having is trying to figure out a decent lighting setup for the object's I'm baking... The main…
Hey guys i am having trouble getting a nice clean AO map i tried Racer445 method on the video of the AK, i have tried some of the methods that Laurens Corijen but they still give me really bad looking AO some places where its meant to be light they are dark (i always explode my model before baking anything) but when i…
Without seeing how you line up your high- and lowpoly-meshes, seeing your UVs and what settings (and in ZBRush which techniques) you are using for baking it's hard to tell. Spontaneously this could be a UV issue. Do you have overlapping UVs at the positions where the artifacts occur? Did you make sure that your topology is…