I'm in the middle of trying to re-topologise a dragon I'm working on,I figured i'd start with the hardest part first, the head. The problem is I've got a ton of horns and teeth to do, and the teeth are an absolute pain to do. My first question is - would it be more beneficial to do the teeth as a separate object, or should…
Hi! its me again... This time I am needing to do a baking of my surface/lamber shaders onto a texture map. I have a big asset to texture in mari and I will like to use multiple surface shaders with different colors assigned to some meshes and bake them all so I can use it as a mask in mari. Bassically is a pavement block…
Okay so I'm new to Maya and I've looked online at a lot of tutorials on how to bake an AO, none of which are using 2016. All of which use Mental Ray. The steps they take are to enable it in the plug-in manager window. It's not there, so for some stupid reason Autodesk did not include Mental Ray with 2016. Is there another…
You know, unless I'm using it wrong, mental ray is much faster at baking normal maps and light maps with its mr sun and mr sky. Total noob on mental ray, so the few I have tried look funky (light map). Anyone use mental ray with a mr sky and sun that can give me some pointers of how they set theirs up for ambient texture…
I've done this by using a path tracer, like V-Ray, and a baking tool like Bake To Texture in 3ds Max. Simply make the emissive a light-emitting material, and let the renderer cast the light onto the rest of the mesh. Then bake the lighting into the UV layout of the mesh. Here's an example model…
Hey All, I recently ran into a problem when trying to bake a normal map in modo I have baked a number of normal maps in modo. This is the first one that has given me an undesirable result. I dont know what I did I must of hit some setting or something. but when baking now I am not getting the correct normal map color…
Hey guys, so this is my first attempt at baking a high poly mesh onto a low poly! And first time using quad draw which is pretty fun.. The next deal was to unwrap then bake it. What I did was use Lighting/Shading > Transfer Maps. I went through all of that and baked it. Now my low poly mesh has some of the normal placed…
you are correct about lods lower than the one you bake to For this approach you want to bake to the lowest lod where it won't knacker the appearance of the higher ones. if you've got something fairly simple like a doorway or a cliff face then it'll probably be the lowest but for something more ornate there tends to be…