Iv tried changing dilation, an alot of other things im not quite sure whats causing these issues during the baking process. Im baking "By_Name" From _High _Low which normally does not cause issues with intersecting geometry. Very odd.
Hey guys, I'm having this problem baking my maps in xNormal and I'm up **** creek if I cant fix it.... The problem is the big green areas pointed to by the arrows and you can see the effect this has in realtime. Its as if there was no normal baking at all- even on the rest of the barrel the normals are a bit weird, they…
I don't think it's a thing as you can see. If you have a properly baked normals and you have a tangent space match between your baker and viewer/engine it shouldn't really matter how you unwrap it (provided the islands aren't overlapping, there padding where needed). It might not really matter if you mark your uv splits…
Thanks so much for taking the time to explain that Mop. That's one of the clearer explanations I have come across. I think this makes sense now. Normally changing the UVs and thus changing the tangents isn't an issue because the baker takes this change into account and changes the baked data in the normal map to…
Yeah, Reality Capture is great. Alec, I've been using Handplane Baker for a quick de-lighting pass on some test scanned assets. I load the exported obj from Reality Capture into both the high and low poly slots in HP, bake object space normals and AO, and then run a photoshop action on the texture. The AO gets inverted and…
So I've been following Isaac Oster's f360 tutorials, and I really like the software. I'm able to get complex geo done in minutes which would take me hours otherwise. But when I export my mesh as STL or OBJ via converting solid body to a mesh, it triangulates everything. These tris are stretched and cause artifacting in my…
Hi guys. I have a situation where I need to import pre existing models into a game. All the models have diffuse, normal and spec maps. The game they are going into only allows for a diffuse map. I still want all that subtle lighting info included so I figured my options are as follows: A. Bite the bullet and hand paint the…
Hey everyone, kind of a noob question here. In 3ds Max i have created a high poly and low poly verison of a spaceship. The low poly has 5 different material ID's so it's all unwrapped in 5 UV channels. The problem is when I try to do a normal bake or any kind of bake it wont let me choose the other channels. I am only able…
Hey everyone! :) I am trying to bake some normal maps for my low poly grenade, using my high poly version. On the first picture you can see my high poly version. And on the other picture you can see my low version. The results I am getting are not that satisfaying. The edges on the low poly after baking and assigning the…
Hi guys I'm having a really weird issue baking normal maps, that I've never come across before. I'm trying to bake several high poly meshes down onto their low poly counterparts, and every time I do it I get a completely blank normal map that renders almost instantly. I've checked and double checked the normals, the UV's,…