Hello! I've stumbled again on a baking problem with 3DSMAx. When I try to bake a light map out of my model, it doesn't seem to detect lighting information, as it can be seen in the pictures I've linked. Although the height map suggests there are height differences... I tried adjusting my skylight, but no success what so…
when I bake AO maps using Max, I always get a little bit of the background color (usually black) to leak into the model. Im told that you can avoid this by baking using xNormals. Is there a tut out there i can use?
Thats why I am asking is it even possible to program. Can a computation see if a sudden change in the cagesnormal maps bake actually corresponds to the surface? Like I said before sees when the cage intersects itself (alah) L areas. When the cage is below the high surface. When the distortion from too far a distance (alah…
Finished unwrapping and baking the lowpoly and just did a quick pass in DDO by only assigning materials and WOW! DDO really does an amazing job of creating instantly good textures! Ofcourse with a lot of tweaking the materials can still get a lot better but I'm already surprised by the good results so far with only a few…
Hello Can you help, I was wondering what choices do I have to bake 16 bit displacement? * 16-bit, grayscale PNG file. * 16-bit, grayscale .RAW file in little-endian byte order. Currently my work around is to bake in Mudbox to a 16 or 32 bit texture and then convert the texture output in Nuke to the file format I need but I…
I am curious if there is a way in max to bake morph/vertex animations into skeletal animations? Ive been searching via Google, and haven't turned up anything is this even possible? I have a Catapult to use in this game engine ive been working on but it only supports skeletal animations, I ran a reactor sim on it and baked…
Are you baking a complete map from the low poly one? You'll want to do it from the high poly, I imagine. Also, does the high and low poly share the same material? Black Rendering sounds like missing normals. You might get this if you've baked a normal map, that map is applied to your high poly mesh (baking likes to assign…
@ m4dcow: Ahh, i figured as much but was not quite sure that that would actually have an affect to the AO. Tahnks for pointing it out. I will put the model back into place and then re-bake... i was dumb enough to not set a Time Line so i cant go back to how it was before Exploding :P bad habits i guess. @ GeeDave:…
so i want to make a non perfect line when baking my game asset. Do i have to create those imperfection manually then bake it into a game topo to get the non-straight line? or iis there a way to achieve this when baking/texturing?
Hi all, I'm trying to bake a normal map in 3dsMax but the result I'm getting is absolute horrid! I'm pretty sure my smoothing groups and UVs are setup correctly (seams on hard edges), there's no overlapping UVs and I've exploded the mesh when baking. Can't seem to do it working, I've tried xNormal and I get the same…