I once had to bake and paint a huge unique "macro" texture for an in-game terrain. 20 textures or so. Huge pain to assign multi materials considering it involved re-thinking of uv unwrap several times. UDIMs were super helpful. To bad I had to make it multi submaterial in the end anyway for in-game export . Couldn't find…
It's just color banding due to the limitation of saving an 8-bit map. One fix is using dithering like the 3dsmax baker does, but it's not available in xnormal, another is saving a 16-bit tiff from xnormal, and then converting to 8-bit in Photoshop. This is generally not a problem, it won't be too visible with textures and…
Thanks for all the replies. I guess you are all right. Is it worth the time and effort? It could just be a limitation. Besides, many models today are chamfered, which reduces the need for perfect normal map syncing . Check these out. The handplane converter DOES help thou. And now with the Handplane baker, I can speed up…
hey im not trying to sprinkle hate on anything. But I dont necessarily agree with using Xnormal as a baker. Alot of the pipeline stuff I was taught in the old outsourcing studios showed me ways to COMPLETELY speed up workflow via certain bake settings and exports etc.. I wont go into the details but im more concerned that…
Most of your inset panels and grooves are perpendicular to the surface you'll be baking from. You'll want to angle them a bit if you want to bake to a flat surface. As a quick demo, take a flat plane and extrude straight down a pattern like the basic grille like over the speaker cover. Then look at the plane straight on in…
If I bake from Max, I don't have any issues but when I bake within substance I have these weird artifacts. I've tried breaking up that face so it's on it's own separate island and messing with the smooth groups but this keeps showing up. My high poly has a bunch of ngons but doesn't show this stretching that is being…
Hello! I am just starting out in Substance Painter and wanted to play around with some generators to create edge wear in metal objects. But for some reason my curvature maps just refuse to bake which prevents me from properly using generators... It just shows up all black instead of a map I've tested it out on a simple…
Hi there i was wondering if one of you guys could explain something to me recently in university we have been working with baking and i ended up with a stretched normal map if you look at the holes in the corners they are a bit weird since its suppose to be round... so i was wondering if you guys could tell me how that can…
Hi all, It would be awesome to assign round edge width per material for baking in Substance Designer or Substance Painter. Right now the only options are to bake round edge in Modo or Maya/3ds Max with V-Ray materials. Thanks!