i am not quite sure where your dilemma is, it's not like highpoly models give you any texture, it gives you some info for the texturing but you will still probably either handpaint or photosource your textures over the baked lowpoly
Hey Jakub, It looks like the silhouette on your original asset doesn't follow the lowpoly well enough to get a good bake. You might need to make it more high res, if I'm reading your images right. Good luck!
Number two at least is a feature, not a bug. That exists so that if you're trying to use your UV space efficiently by stacking similar/identical bits of lowpoly model on top of each other, the program doesn't unstack them and pack them individually.
Had tons of fun with the RIOT Contest, but it's time to jump back into this guy. Finished his lowpoly, unwrapped, and baked some base colors along with his Normal map and AO. Bunch of tweaks and then Im diving into texturing him =D
Well, your high poly has it's own normals. That doesn't mean they'll display perfectly on your lowpoly. You have to transfer them properly. Do you have a low poly mesh in max with the normal map displaying nicely?
Thank you!:) Jakob Gavelli: Well, not a big thing. I just model the lowpoly, and use vertex snap to fit the texture. Then i paint it in photoshop with pencil tool. I will double the texture, so it will stay sharp even with texture filtering.
You can assign a base texture to your highres mesh in xnormal and bake that to your lowpoly, or you can bake vertex colors from your highres as well, both are viable ways to transfer a diffuse map from highres to lowres.
If the UVs are stacked, Substance will overlay the AO results of both, making it appear black. Try unstacking mirrored faces by offsetting them -1 outside the UV 0,1 frame. Note: any lowpoly faces outside the UV frame will not project its highpoly reference to the bake.
The triangles don't matter in a cage mesh, only the vertices do. The baker will cast a ray along a vector between a cage mesh's vertex towards the corresponding vertex on the lowpoly mesh. So the only correlation that really matters is whether the low and the cage share the same number of vertices, and the same ordering…
Hi! I think Subd modeling is an important skill to have. It's relevancy for a task depends on the specifics, one consideration being iteration speed/flexibility. For an organic subject, sculpting might be a more fitting way to control the vertices (however Subd modeling might be used for creating the base). Aside from the…