Hi, I've recently finished modeling gun and started texturing. Unfortunately I have baking issues. I made my model in Blender and It seems to me that there is some problem either with topology of my low-poly model or shading smooth problem (or both). When I'm just using shade smooth option and export model to substance…
I did a simple test on a table to see if I could bake properly, since I am pretty new to it. I came up with this: Im not sure if it is a good bake or not because there are some shading errors, maybe someone can help me?
I've been trying to figure out a way to bake out the difference between 2 meshes but can't really figure it out. Say I have 2 meshes like the ones below, on is a clean mesh, and the other is damaged or chipped up. I would like to be able to bake the difference between the 2 of these out somehow. My reason for wanting this…
I'm following the Modo Steam Edition tutorial here. I finally got to the point of baking out my maps, and I'm having some pretty big issues with the Normal baking result. Despite following the tutorial step-by-step. Normal baking is a complicated process, and I know I've made a mistake somewhere, but I absolutely cannot…
So it means that it's still about triangles count and not about models 'outline'? Asking because with fixed normals decimated model looks fine outside the painter 😅 It just seems like painter takes into account all particular triangles on the rims and bakes around them, ignoring normals and stuff like that. I'm trying to…
It's surprising that people tend to forget that you need to import a cage (which takes that many more steps to generate one, export, import to XN) to bake out some maps. Otherwise, you'd be defaulting to a non-average bake which obviously isn't ideal. I used to use XN, but do my Normals/AO in 3ds max (match by material id…
You should be able to rename the objects in Zbrush. I'm not a Zbrush guy though so I can't tell you how. You could try making a post in tech talk. Another thing you can do is drag your OBJ files into Toolbag and put them into bake groups manually. If you don't need a lot of groups this should be quick and easy to do. You…
(Sorry for my bad English, it's not my native language) Hi Guys I'm trying to model my first game asset and I'm having some issues with Baking, a lot of the edges of the model are getting distorted and I have no idea what's causing this problem. I already tried to redo the UV, redo the Low Poly, bake in other programs but…
Hey polycount community! Is there anyone who knows how can I set a limit for offset distance in Marmoset Toolbag? For example, in Substance painter is possible to give rear and front distance rays for a baking cage. For my Ivys I have issues it is baking the opposite side which I won't. If there is no such function then it…
Hey guys, I am currently working on a hard surface model. Here is my concept art- I created the high poly by modeling with a subdiv surface modifier. I created the low poly from the base mesh for that, they fit nearly perfectly inside one another. High poly in Unity 5- For the low poly, I edge split the hard edges, and put…