The main advantage for me baking in SP is that it's in the viewport ready to start texturing. Baking in TB is an extra step to get back into SP. I could be using 10 texture sets in a single project so import/export is a pain. Match by mesh name is not a problem once everything is planned in advance and set up in your DCC,…
Hey guys, at the moment i use for baking and texture substance painter 2 . i baked and textured some stuff and had never problems until now. I got an asset (hp out of zbrush 3.8 million polys) and a lp with uv's. i usually bake a first test with 512x512 or 1kx1k and standart setups to look if i got any erros in my bake…
I'm having an issue when baking out a normal map from Xnormal. I could be completely off the mark here but in my Xnormal bake (top in the image) the colours/ feel I am seeing look like a world space normal map to me. I have it set to tangent in the normal map baking options. As you can see when displaying with the Xoliul…
Hi everyone! Today is my first day on polycount and I come to you with an issue. I'm a student and my assignment was to bake out some normals for a crate. Well, I'm having a strange issue with the normal map. This picture is from maya, but the same problem is happening over in mudbox where I originally baked the normals.…
Hello everyone. I'm extremely new to 3ds max so I plead that you just bear with me. :) My object originally was made up of 19 separate editable meshes and had a multi/sub object material applied like so: http://i.imgur.com/WKgyvUe.png http://i.imgur.com/wjmtLff.png I then attached the meshes all together to create a single…
I have to do some relatively low res assets - at 2.5 px/cm. Usually with hard edges and normal map baking it's common to see a tiny little seam if you zoom in A LOT on them or if the texel density is low (it's not really a problem in most cases). However, this doesn't happen if baking in Maya - even at super low…
I suggest trying the Cavity Map or Height map, if those two fail too, then I would go with Mark and Fletch on a cage, or making a several bakes with raycast and cleaning them up.
Yeah, it really depends on the complexity of your animation. Would it be difficult to just make a new simple rig of bones and use the same Reactor sim setup to bake the animation to the bones instead of to the mesh?
I don't really see any errors, what map type are you baking? Normals? Diffuse? Lightmaps? AO? Color Masks? What baker in what App? If you're referring to the weird reds in your padding, that's a Mental Ray issue in Max for example that cannot be solved, etc.