Just in case you haven't found an answer yet this is a good tutorial for how things work: https://www.youtube.com/watch?v=r3c6NH47gkY&t=68s&spfreload=5 Basically, you want to keep the low poly's faces as close to the high poly's as possible to not make it too difficult for the baking program to get out a good-looking…
and there is no commercial available tool that is able to paint "direct" into ptex... all of them are uv based and baking in the end... and ptex is geometry bound... no reusing... no modeling on textures stuff... very dangerous...
Unfortunately, light bakes are no longer available in Toolbag 4. This functionality was lost when the baker was refactored to work with the newer ray tracing backend. This is something we may be able to add back in the future, but further R&D is needed.
Small update. And a new issue. Here's the crazy workflow I did:* Created a silhouette vector line object in Maya and extruded it * Brought that into zbrush and gave it some better depth (and that's how it got doughy) * Brought that into maya and used the quad draw tool/make live button to make new topology * Then modified…
Yah, something very strange is happening to your normal map, at least based on the thumb nail I can see. It's hard to guess at what is going wrong from just looking at this one window though. Could you post screen shots of your low poly (Wire frame, UV's, etc.) high poly, and bake settings?
A simple task as a normal bake is giving me issues. If anyone knows what would be the cause of them, please let me know Simple model - speakers - unwrapped box over it for low poly - normal is looking ok, but there is a huge distortion when doing with mental ray to render texture (he uses raytrace) I just needed to unwrap…
Hello again, So i've searched the net for what's the best solution for baking ambient occlusion, i've also found the thread here on polycount on baking maps, but to be honest i'm still a bit confused. Let's say I have a big level with multiple assets inside.(i have channel 1 diffuse, and channel 2 lightmap) 1.From what…
Hi All, I have a problem with baking normal maps from multires in Blender. Texture settings are correct and i don't see any other options i can change. I use multires baking what don't let me using cage. I have artifacts on the edges of the object. I wanted to know if any of you have a way to clean bake.