Hi I have a bit of a minor predicament. I’m currently into texturing my character, and I’ve discovered that a particular piece I’ve finished texturing was actually unwrapped wrong, and the details aren’t appearing in the right place. I’m copying my texture from an actual game model and texture somebody made. If I want to…
Hi fellow polycounters. Probably an obvious question to all of you, but before that im going to explain the situation. Im making a bunch of models, theese models have no "highpolyversion" and i want to bake an Ambient Occlusion pass for them. However when i try to bake in max its ALLWAYS freezes when i try to make a test…
Hey, first time with Substance Painter and once of first attempts of baking maps. Meshes done in Maya. Has anyone got any idea what to change/where to look to fix this problem? Part of the bell was baked nicely, although most of it wasn't. I have match by name enabled, tried different distance settings, but it doesnt…
Hi guys, I'd like to bake my noise straight to texture without applying it on mesh. Is there anyway I could do it? Here's photo of what I'd like to bake - this clothes:
Hi everyone, so this was my first demo reel project, is a likeness of Randy Orton and then I made him as a biker gang memeber. here are come images alon with artstation links: https://www.artstation.com/artwork/z1KRq Thank you everyone
Hello! There is also an urgent question. When baking, there are many models sunk into each other. And it is necessary to make a smooth chamfer at the joints where one model enters the other - bake. But there is always a seam, this seam goes away if you sew models, but there will be too much since I have a huge amount of…
When I try to bake ID map in Substance Painter it goes out completely black. I tried obj and FBX formats. I tried detaching all polygons with different material ID's to different objects. All this in 3ds max. The rest of the maps (normal, cavity, AO) are baked properly.
So I just have a few questions regarding workflow for creating a game asset and I was hoping some experts that make assets for games could shine some light for me. I've been reading online and it seems like workflow is usually create high poly > Retopo to reduce and optimize polys as much as possible > bake high poly to…
Hello everyone. I have questions in regards to duplicate meshes, baking, and uv mapping. I'm wondering how you would approach this situation. Let's say, for an example, I'm working on feathers for a model and I'm copying the mesh multiple times to form a wing on a flying creature. How would you handle the baking process?…
Hey everyone, I’ve started working on a new practice prop. Its a chemical/paint waste disposal bin. I found this one and thought it would be a great study piece because it has a lot of subtle form changes, surface damage, and material storytelling. My goal with this project is to: * Keep as much real-world detail as…