Is this a bad practice to do? Basically like lod's but baked down from say 300k to a 100k new version? BUT using the would've been lowpoly mesh, 300k, to the new 100k final version & NOT baking the highpoly to new version. Why not? say i couldn't separate the model but the high is separated objects. Another reason not to…
Don't use edge split modifier in 2.73. Instead, you should shade your whole mesh smooth, check Auto Smooth, set the angle to 180 degrees so you never get a hard edge that you didn't ask for, and place hard edges as needed. Auto Smooth allows you to have hard edges and custom normals without splitting the edges manually,…
So I've been struggling with making a normal map for this helmet I modeled in zbrush (and retoppoed in topogun then uv'ed in maya) and from what I can tell the UV maps look fine iv'e tried a multitude of different settings setups in Xnormal and this would be the second attempt at a retopo of the model (cause I thought my…
Just looking at your bake, at least some of those seams are coming from UV'ing without paying attention to your smoothing groups. Others perhaps because of the scarcity of geo in your low poly and/or your unwrap which looks pretty not optimized and looks like it has far more stretching than necessary. Always good…
Hey @FourtyNights thanks for taking the time to answer my question. I think I need to elaborate a bit further exactly what I plan to do. What I currently am doing is researching into possibilities to write a ZBrush->Marmoset pipeline plugin for ZBrush. Unfortunately ZBrush only allows to export .OBJS (like you pointed out…
I've been trying to convert the Substance Skewmesh baking process from 3ds max to Maya. I'm running into one odd problem though with my test. One piece always seems to bake weird. The lines are wavy and on the other edges the seams are somewhat visible. When it is baked normally, that edge problem goes away but the bolts…
Hi, I've set up network rendering to speed up the baking of the textures. For starters I used 3ds max 2014 with backburner tools. Issue: I want to bake AO map with mental ray and I can not force the backburner manager to assign texture baking job to more than one server. Setting up the Distributed Bucket Rendering in the…
Hello everyone. Another quick question. I am trying to bake my character's textures at XNormal. It has around 20 different pieces ( Eyes, clothes, armour) . I am listing both high and low poly meshes properly in XNromal's High Definiton and Low Definiton mesh parts. So far XNormal just bakes them like they are close to…
Hello @anathen. Your problem may be caused by one of two things. First, your high and low poly may not be overlapping properly, hence your offsetting texture projection. You can check this by clicking the 3D view button on xnormal once you've set up the high and low poly. Second, did you make a cage for your prop? I guess…