Issue: Color map refusing to adapt proper colors when baking from Mesh. It was working fine before. The only thing I did was add a track behind the cannon and push out that part of the cage. Yet parts of the model that have nothing to do with that started adapting the gray metal values for no reason! Steps Taken To Resolve…
Update: I read that you can assign vertex colors to your hi poly model and export out the vertex colors with the model. I did this using the xNormal SBM Exporter. I clicked on High Definition Mesh option and clicked the Export Vertex Colors checkbox. I can see my vertex colors in the xNormal 3d viewer, but they are not…
I prefer to bake the AO on my high rez, then transfer after (put it in the colour channel and transfer that). It just seems easier to me to break it into 2 steps, to help fix errors on each step iondividually than trying to get it right all in one go. "Is this seam from the raycasting of the transfer, or a wrong AO…
When I bake a displacement map with multires,I get stripes according to the polygons I tried playing with the MULTIRES resolution parameters and it didn't help What is the problem?
hello, i am experimenting with baking of high polygon mesh details on low polygon meshes and i faced an issue where i dont understand the logic behind. i ve added the files as fbx if you would like to try it yourself. i 1. Why does the result in substance painter look super smooth while it does not in blender or unreal…
Hello All, I'm currently doing a machine part design with lots of cylinder shapes.Instead of having Cylinder and extruding with /bevels/chamfers. I'm usingseperate cylinders for each section of the canister. This makes changing stuff more easier asyou can scale/move/parts adjust thing on the fly. I only need to make a more…
Looks to me you made it super hard crease for baking it down in the first place. I am referring to Earthquake's post where he shows acceptable view distances vs sharpness of edges for baking. Basically you make em a bit rounder (soft) than usual for good results. Have this area more UV space, large 2k bake with AA stuff…
To me it looks like those border edges are treated as hard by default, or the cage goes over the edge. Does it display some artifacts on the mesh itself? If that is a problem, I'd personally extrude one more loop from those for baking purposes only, and remove it once everything is baked properly. It's generally a bad idea…
Hi there guys I'm having some problems with trying to bake a curvature map on a model I'm working on. I've also had pretty much exactly the same issues with Xnormal, which I'll show in the pictures as well, but I'm posting here as I'm looking to familiarise myself with Allegorithmic's products Basically, when I bake the…
Interesting page in substance documentation: https://substance3d.adobe.com/documentation/bake/seams-are-visible-after-baking-a-normal-texture-159451848.html Blade: hard shaded edge along the blades edge - this way the normal map doesn't have to compensate for very extreme angle. Crossguard: Seams at rounded edge combined…