Hi, I'm getting this weird pattern artifact on the cylinder here, all the other pieces are fine. I've tried redoing the UVs, upscaling the texture resolution, I've re-checked the HP and LP and they look fine. Any ideas what's happening?https://drive.google.com/drive/folders/10a8zcuozRHiK_E82KO6FSh3eOQdw9ttf?usp=sharing -…
Yes, I did watch the video - and I will reiterate : beyond a mere curiosity about the math/conversion process (which is interesting in and of itself), or the edge case of having no access to a proper synced workflow in the first place (which is not your case), there are zero advantages to either the process nor the output.…
Surfaces in front should always bake as if they are in front. Your perspective view shows some bevels on the paneling, but the ortho view makes them appear totally flat as if they didn't have a bevel. If that's actually the case- that's your problem. The normal baker doesn't see any changes to bake out.
I'm experimenting with photogammetry. I have made several hi poly scans of landscape. I can bake down needed information from the hi poly to a lot poly but in order to get the look I want I need merge the low poly meshes into a single mesh. Ssao makes the seams between meshes extremely apparent and I'd like to be able to…
I wouldn't use the baking tools in Mudbox or Zbrush, get a dedicated baker like xNormal, Knald, Marmoset Toolbag, etc. The best results section of this tutorial covers floaters: https://www.marmoset.co/posts/toolbag-baking-tutorial/
SD 2018.1.1 Changed * [3D View] Set default range of "Tesselation factor" to [0, 16] Fixed * [3D View] Weird visual artefact with specific AMD GPU * [3D View] Freeze with specific AMD GPUs * [3D View][Bakers] Generated normals from .obj have hard edges on UV seam * [3D View] Crash while computing spherical harmonics *…
correct but... its sampled per pixel (usually at final bake resolution) rather than per vertex for most baking types as said above - bakers will usually project both sides of the target mesh by a specified distance
what prior says. although i never skin stuff as im an env artist. any export would be made from the t pose surely so baking the norms when in this position would be best and triangulating befor baking always gets better results if using external baker in my experience
Honestly its very hard to get rid of all the imperfections when doing these sorts of bakes. What I normally do is just manually fix this. You could try creating a custom cage to get the perfect bakes but sometimes it takes a long time and IMO isn't worth the effort. I use the method I learned from Marc Brunet. I try and…
Hi everyone. I’m getting strange shading artifacts after baking maps. When I move part of the model, the artifacts disappear, but when I move it back to its original position, they appear again. I tried marking sharp edges and adding supporting edge loops. I also tried fixing the normals in Photoshop, but that didn’t help.…