Hello Polycount, I'm working on a game asset for my portfolio. I did my low poly model (about 4.000 triangles) and I added details in ZBrush, from my low poly model. I want to bake my high poly model into my low poly normal map using Substance Painter. Here's the result : That's the result from the bake in Substance…
So all the other bakes are super fast and really great, but is there any way to speed the AO and the thickness? I am working on a character and right now these maps just take forever to bake, specifically the thickness map.
I was curious if anyone knows if there is any way to do a bake in xNormal that distributes the process to multiple computers to speed things up? I'm thinking something like what swarm agent does for lightmap baking in unreal.
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Looks correct to me, esp the XN one. What does the model itself look like? If you're baking AO from an exploded high/low bake, you may want to combine an AO bake from just the lowpoly as well.
so it seems you can't bake out procedural texture so they tile in photshop, which is a real painanyone have a solution here is a normal map I baked from the brick texture, but as you can see it does not tile properly, can't really be arsedto go through and fix a whole bunch of textures Its really dumb, because the…
Hey everyone. How are u? I hope fine. Im tryng to bake a model in marmoset toolbag but im getting some error. This is low poly mesh And this is my high poly mesh Seems fine but when i do the bake i have some black spots. I tried changing the min and max offset but still bad. Anyone could help me 🙏🙏🙏 Please
I'm trying to bake out an AO map using Mental Ray but the results I get are...less than adequate. All I end up with is quite a noisy mess. Here's the result of a bake. And here's the mesh. I looked at a bunch of different methods including the ones on the wiki and I still get this awful result. :( All I want is some nice…
I would double the amount of sides on the cylinder, right now its looking very jagged. The detail inbetween your planks is too fine now and getting lost in the normals, you should edit your HP so those planks have softer edges, so it transfers over. Its very important to model your high for your low, and what I mean when I…
When I bake a normal map in Substance Painter, I get this seam in the middle. I am not sure why, I have tried different things to fix it such as Deleting half the model and only baking on one half Moving the mirror'ed UV's 1 UDIM away I haven't been able to fix it, and I'm not sure why i'm even getting it. I am pretty sure…