I have been working on this for work for three days, my bakes do not work on multiple objects, i get artifacts everywhere or nothing happens at all and my low poly stays the same. i have gone through every issue i can see that is remotely similar and followed the solution in each of them to no avail. if you have any…
Hi guys i know that i must sound like the worlds stupidest person but i have been modelling this vat for a scene i am producing and i wanted to bake the high poly version of it onto the low. But i think i have done this terribly wrong please any help would be great low and high poly models. Baked low poly model and high…
Yes, in most scenarios you'll use your high poly for all your large and medium details, such as edge bevels, bolts etc. Photosourced normal map details are usually for small details like wood grain or raised paint. This is the most common workflow as far as I know, but there are people who use ndo for larger details. Due…
I'm getting a weird vertex color bug in Maya - the bakes with Turtle only show splotches of color on a mostly black surface after the bake. It was working fine for a while, I must have messed up a setting. I've attached a before and after with screenshots. Any ideas?
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…
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…
Doing an exploded bake. Going around in circles...I kept all settings default. Whatever info you all need about my setup I can give. This is my UV Map This is my bake output. Any ideas would be much appreciated.
Hi everyone, i'm working on a scene with big dusty windows, with dithered opacity. The problem is that the baked lights passing through the windows are sharp and not smooth as the opacity map. Are dithered opacity maps not good for light baking, or am I doing something wrong ? Thank you
Hello everyone, So, I started a personal project, to create an environment totally game-ready in Unreal 4.I've been testing things out with my scene, and I'm trying to create the main building in a modular way but I've been finding issues with how could I approach the texturing and baking part of it. Here is a picture of…
Your first normal map is an object space normal map. Make sure you have your baker set to Tangent Space. As for the second one looking bad in Maya, make sure your model is appropriately Left- or Right-handed (flips how the green channel of your normal map is interpreted) and that the bump2d node of your normal map channel…