I see, well maybe this is an experience thing, I just need to make more assets and eventually find the best workflow for my own situations. Well the Max bake looks the best to me, but I'm not sure of how many engines support its tangent basis; the viewport and the baker aren't even synced. I will get around to testing this…
They all have pros/cons. I would say whichever baker your engine's tangent space is synced to. Or you can always bake object space, and convert tangent space in handplane, in that case use whichever baker is most convenient to you.
Hi there! I'm baking in TB3 for the first time and I've a got a problem. I made a column and one part of it is a simple plane. Now as you can see, when baking the normal map, I get these artifacts on the edge. When I turn padding to "none", this artifact also disappears. I also baked a quick AO and I get the feeling that…
1. As to the first issue, it looks like your mesh normals on the low poly likely need to be smoothed. 2. As to crashing etc, you may be running out of video memory. What GPU do you have and how much VRAM does it have? One thing you can do is remove any unused meshes from your scene, and make sure any other art or VRAM…
Currently some of this is possible but not all. Normal maps applied to the high poly source mesh do not bake down to the low, but that's on our todo list, as well as a number of new baking outputs. Do bake a mesh with materials, load the source mesh into the high poly slot, and set up the material for the high poly in…
Hello guys. I want to bake 8k maps in Painter. I can only go up to 4k in the project settings, but the baker options allow me to chose 8k. However, I can only export the bakes as 4k maps. Google says something about Vram and bugs with old versions. But I got the latest version and can easily work with 8k maps in other…
Hi everyone, I’m currently working on a 3D model for a class and I’ve run into some confusing normal map issues. I’m baking in Marmoset Toolbag 5 and texturing in Substance Painter, with Unreal Engine 5 as the target engine. The Issue:
When I import my Marmoset-baked normal maps into Unreal, they look perfect (DirectX…
Thank you for your suggestion, gnoop. I'll keep that in mind for sure, but this is really not what I'm doing here. There is no graph. I am not making a substance material, I am baking textures. Inserted a plane -> right click -> Bake model information, loaded the high poly mesh I've done in Blender and baked maps onto the…
No, that's just stretching the channels. The result I want is in the image above. That's exactaly what I need. It's just that the baked position map have "polygons" in it from bake, while the position map from the baker in designer gives me a smooth result. This is what I meant with "baking the position map X:0 Y:-1 Z:0.…