I'm having some issues with this mesh. It's only a quick test bake so far using Max 2013 with Toolbag 2 for viewing bakes. Smoothing groups are set from UV shells and the mesh has been triangulated before export and baking. The baked result: Wires (it's fairly low poly, maybe this is an issue): Most of the bake comes out…
Yeah, same strategy as baking from a high-poly mesh, except your source this time is the highest LOD instead. If you bake CompleteMap, you'll get lighting baked into the map as well as the color. You might want to bake just the DiffuseMap instead, and maybe a NormalsMap as well.
Hi there. I would like some advice on retopology, UV mapping and baking normal maps. I'm trying to bake from the high poly columns that were made in zbrush. I then retopologize in topogun. The resulting mesh is exported into blender where I UV map it and then re-import back into topogun for baking, or I occasionally use…
hi, im really new here, just created my acount. im a student and im studying 3D on my own, ive made a few models for fun nothing to complicated, and im now learning 3ds max and how to make game assets and modeling really complicated things but i also want to learn how to do rotopology and how to optimize my models for game…
So what I was thinking was like this: https://vimeo.com/123883474 I'm not very good with maya and can't really find any useful tutorial how to make something like that but as I understood, there is few steps. You put joints on vertexes and constrain them with preferred density, your run your simulation and bake that…
Yeah, there are a few things you can try: * Make sure the entire mesh is there, if it's only half of the mesh you'll get seams as shown in the video * Offset the mirrored UVs one unit outside of the 0-1 space * Alternatively, you can try enabling Fix Mirrored Tangents in the bake object - with this option on you shouldn't…
Yes, but you still do not bake them. In current gen games, white in the specular means more shiny, black means less. You need to make it from scratch or base it off the diffuse texture or something, but there's not really a way to bake one.
If been learning Zbrush this past 2months and I came to the realization that remaking a base body & face for every character will take alot of time that could rather have been spent making the full character. So my question is, is it ok to use some premade base mesh for making my own characters? An anatomically accurate…
Hi all. Been a good long while since I posted in any forum but I've hit a snag and I was wondering if there was a solution. I'm modeling in max 2014 and baking in Xnormal solely using ray distance values (not using a baking cage). My issue is that for whatever reason, when I bake with a mesh comprised of quads, I get a…