Hi all, I have been following quite tiring workflow to get a nice round edge look on low poll meshes for game assets but not sure if this can be improved or if I'm doing some unnecessary work. Well, to get a seamless baking, I separate all hard edges on lowpoly model on Maya and then bake high poly model into lowpoly in…
Hello all. I'm baking normal maps for the first time and I'm experiencing a rather annoying problem. In the background is the source mesh, a briefly made corridor section, and in the foreground is a low-polygon version with the exact same dimensions. I super-imposed the two over each other and baked 2k tangent-space…
Thanks for the advice last time everyone, you were all on the ball that maya was baking as an object based normal rather then tangent space! now iv rebaked everything but the schemes off a tangent space map seem to be super noticeable, examples below. Along with one of my characters eyes which... i did not even bake…
I was trying to bake a normal map for some simple modular counter top pieces that I could put together in UDK. For whatever reason I get terrible faceting in the normals where it should be smooth and I don't understand why. Its a ridiculously simple object so I can't imagine whats causing it. I tried triangulating my hp…
I don't high poly bake much of what I've put together in my portfolio due to me screwing it up in some fashion. I'm trying to learn the right way but could use some help on what would work best as of tutorials. Some details are just a pain to mess with in Photoshop and Quixel Suite but would be a cinch with a bake. I want…
Getting a strange error when I try to batch bake lighting from my normals in Maya. Everything seems to be in order, normals facing same direction, uvs not flipped/overlapping, renderview preview from MR looks fine... but once I bake it to texture one side gets flipped lighting on one side. There arent any negative…
its 2 different things, exploded bake is used when you wanna bake out some moving parts (like gun bolt), and cage is "option", where there is set exact copy of lowpoly but this copy is "bigger" and mostly its vertices are "pushed" outwards along its normals. This cage technique is made for objects with multiple smoothing…
Okay so finally the Uvs are done and baking is done! In the end I used two texture sets. It will be two textures 4K for the final render. I did the normal and ambient occlusion maps in xNormal and position, curvature, thickness and world space in Substance Painter baker. I wanted to do the baking of the AO in xNormal…
Hello , so far for texturing I used the baked maps like occlusion , cavity etc and photoshop work with minor seam fixing in mudbox ... but I woudl like to improve that workflow and start using the polypainting in zbrush to paint directly textures there and then export those textures to a material or something that I can…
Hi, I have just made a nice high poly vehicle but I'm having all sorts of issues with making a good a low poly which I can produce good bakes to. Does anybody know of some solid tutorials explaining things like the proper way to use smoothing groups/splitting up uv islands for baking and when to bevel your edges. I know…