UV on hi res mesh is not necessary at all in typical baking scenario but could be helpful in some special cases IMO. When your model is a mess of ropes , small details like rows of bolts next to each other or hordian knot of pipes etc. So in such case it might be more time efficient to bake object space normal map on hi…
Max2010 vray or MR I have a cockpit, and I want to back in the raytraced reflections of the glass canopy, but im running into an issue. Its not rendering the reflections from the pilots perspective, but what is paralell too the surface. So the reflections are not rendering out correctly! Im trying to render from a camera…
Hi there, I have an issue with Substance, basically when i try to bake one object it work just used a FBX as Highpoly, but It dosn't work with an OBJ file, in the previus versiono of Substance, I had always used an OBJ file to bake. Please help me
Xnormal is a baker. It bakes maps such as normals, ambient occlusion, etc, from high detailed model to a low polygon model. 3D Coat is a whole nother program. Very popular in this forum for doing hand-paint textures. 3D Coat itself can be used for modeling and sculpting too, and also offer really powerful auto retopology…
no it only applies for in maya use, mayas normal baker ins synchronized with the viewport rendering, therefore, normals baked in maya will always look best inside maya. In the last production i worked in we tried to achieve this quality with xnormal but failed to do so - you can get close but it's still not as perfect as…
It's baked in XNormal and imported into Unity using the same 3DS Max 2012 exported FBX file with explicit normals and tangents (both Unity and XNormal will import them). Until the next release of XNormal I can't give a true comparison on the raw baked maps (as XNormal's deriv map baker's broken) so I'll have to convert TS…
Hello all. I recently started learning 3D modelling for game art. I am currently modelling in Blender 2.83.5 and then attempting to bake in Marmoset 4.01. I am encountering a weird issue while baking in Marmoset. It may be a bug, but it could be that I am also doing something stupid. I am hoping somebody can confirm this…
So much trouble for a box mesh... Low Poly UV layout: Mystery UV set that xnormal is baking to: "Match UVs" Enabled seems to use the correct UV islands however the bake is completely hosed: What the hell is this? :[
Hi everyone, I used Substance Designer to generate some neat mountains with some snow on top. My plan was to generate a Height Map with Designer to get a Basemesh for sculpting in ZBrush. After finishing the sculpt, I generate a new Height Map with xNormal and the result will be loaded in Substance Designer to get the snow…
I need to create a tiling moss texture with norm/bump maps; maya fur seemed perfect but i cant seem to bake it to a texture plane, only render it, which is no use as i cant get a normal render in the render window. is there a way to bake fur to texture maps?