Hi everyone, So basically, I have these artifacts on the edges of the mesh that I'm baking my bevels onto. I tried baking in Marmoset but I had the same issues with the artifacts, so then I tried baking in Substance. I imported a custom cage model and this fixed a lot of the artifacts around my mesh(although I still have a…
Hey everyone, I am currently working on a project in which I have to model a Rim for an Aircraft. I finished my High- and Lowpoly recently and tried baking in Substance with Averaged normals. After baking a 2k map for the whole rim I noticed a weird pixelation around the outer part of the rim. Since I've already read a lot…
This sort of thing has been bugging me for months now. My current unwrap/bake workflow is to apply smoothing groups after done retopologizing/low-res model, unwrap by selecting smoothing group faces and planar map/quick peel them, then bake. The results work fine (as seen in the images), but I'm aware that this yields more…
Not sure if you're having issues with your mesh normals or the baker, but here's my results with a quick bake using Substance Painter. Probably need to fix your UVs and hard edges. Files: https://drive.google.com/file/d/1ilfmPDUolAhRmZjnkgns8zES7mLqeJQf/view?usp=drive_link
HP looks fine, doesn't seem to be the culprit Correct - have your mesh triangulated from your dcc -> baker ->target engine always. Been a while since I baked from xnormal, but 32bit is overkill and has diminishing returns - should have similar results to 16bit. See what your results look like after baking with your…
Ok so I'm trying to bake normal maps on the armor of my character some of the objects the bakes come out awesome other parts its showing edges on the actual normal map itself If anyone knows how I should fix this please let me know I'm super new to marmoset. Thanks in advance :)
Hello i've got a problem with the High poly normal map baking (the new feature introduced in 3.04). When I'm applying material with the normal map on high poly, the normal map is baked on the whole model. In my case I've applyed material with normal map on the blue pannel (yellow and blue parts are high poly) But when…
If by baking you mean baking a normal map, then intersecting is not a problem. When baking this, you need to 'explode' the mesh, that is, moving elements away from each other. Do that with an 'edit poly' modifier on the top of the stack so you can easily return to the original state afterwards. The only problem with this…
Hey all, I'm hoping to get some help here after 3 days of painstaking research into this issue. So I'm working for a company that's getting signed on for a project involving project-map graphics and animations on a mannequin (in the real world with a projector). We're using Watchout 6 to project the graphics and we'll have…