Hey guys, I just wrapped up a big-ol-baking tutorial that encompasses much of the material I've written over the years on Polycount. It's geared towards Toolbag users specifically, but contains a lot of information that is generally applicable no matter the software that you're using, which is why I'm posting it here…
Is there any possible way to bake a texture of cg created hair on a 3d model shaped the same dimensions as the hair itself (including the alphas)? Meaning you use your hair plug in whatever 3d program your using. Make a simple low poly form that contours to the way the hair flows, and then bake the hairs information unto…
Hi guys! :) I trying to bake height map from photoscanned surface (old brick wall). In all acticles and tutorial about that process/ low poly model for baking are allways conformed to high poly and have some enougth subdivision level. Unfortunately xNormal/Substance Designer baking maps with a huge distortion. It doesnt…
Im trying to take a simulation I made with a sphere exploding and get the animation to bake onto joints so I can bring it into UDK. Does anyone know how I would go about making the animations bake onto the joints so its not on the geometry itself, Thanks
Hey to all, I was wondering if there is a way to create a shader (real-time) and bake it down to your UV's in a package like Max? If yes, how viable is it, and how would I be able to avoid baking certain things like say the Lambert term or Specular? Or is that dependent on the shader itself? Cheers!
I have had issues baking my model in substnce painter, is there a way I can remove the dark spots when I bake normals and AO I have provided a dropbox link to the high and low poly meshes https://www.dropbox.com/sh/7gwuk8nwap7ewkg/AAC9CiH05uVs4o1VtuZu4L29a?dl=0
Been stuck on this problem when baking with normal maps. You can see the problem in this pic. Its going weird at that front face and a little further back. Was hoping someone can tell me what causes these problems. I'm using Maya and baking my maps inside of Maya.
Hi guys I have a problem when trying to bake textures and light of objects which have UV's that are based on camera. and i have another problem that is the baked textures have artifacts in it although i have raised up the no. of shadow rays as i use ray traced shadows.
Hey all - Been using Painter for a little bit now and I love it. Though I haven't tried baking any maps with it yet as I've just been using xNormal like I always have. But I've now come across a mesh that I need to explode in order to get a good bake, and I've heard Painter can eliminate this step entirely by using Match…
Hey, good progress. Regarding the baking i suggest making the lightmass importance volume a lot tighter around your scene, i would say to just encompass a few meters around the tree. Then reset your lightmass settings with the default and do a test bake with the preview option selected. See what it does and go from there.…