Winner winner chicken dinner. @Pevec there is no detail for the normal map to capture because all of the faces are perpendicular to the baker. You need to bevel the edges on the high, slope the faces or ideally both to have something the baker can record. Check out Slopes and Bevels in the Best Results section…
Hi ! I'm a last year student in Quebec City [In canada, where it's freaking -40°C every day :@ ] and i think it was about time I post here (I've been lurking around for 2 years but i never post any of my work) I'm open to any critique or advice ! If you have an idea of how to do something or a better way to do it please…
so there is all this cool realtime shading, lights, AO, GI and reflections, and then there is the baker. it would be really, like REALLY awesome if these two could be combined, and allowed to be baked down to a texture.
I'm baking some shading for a project and saw that GI, shadows and local reflections among other things wasn't part of the baker. Any plans on adding this? And if it's in the making, do you need a beta tester? ;)
To use name matching, simply name your high and low poly meshes appropriately, and then load the meshes via the Quick Loader in the Baker object properties (the Load button inside the Quick Loader tab). As for exporting out of Max, there shouldn't be anything special you need to do. Just make sure you're only exporting the…
Hello everyone. I'm having a problem while baking material ID map in marmoset. I'm importing lowpoly and highpoly models in marmoset and dragging them in the required slots of baker. All the maps are baking fine exept of Material ID map. It goes just blue. I can't understand what is wrong? I assigned different materials to…
Is there a way to bake cavity maps in marmoset? I've read somewhere you can get a cavity map with the ambient occlusion baker with the right settings, as its the same thing essentially, but I can't figure out the right settings.
The one on the left is baked in Marmoset Toolbag 3 and the one on the right is baked in Handplane. The two inner rim lines are actually floaters but every time i try to bake in Marmost toolbag it always comes out horribly like this. It seems to be just floaters that this occurs on, I've tried a range of models and floating…
I highly recommend the built-in baker in Marmoset Toolbag 3. It lets you to be in full control of your high poly, low poly and cage meshes with bake groups: https://marmoset.co/posts/toolbag-baking-tutorial/