For now I am baking with XNORMAL, it is not so good as sunbnstance painter, but works.. Actyuually I tryed to uninstall and install again my substance painter.. it doesn't work, cannot bake maps. Some days before this post I was baking with substancer, sudeenly no longer can do it.. strange bug
So I have a mesh with blendshapes that I've animated. I bake the blendshape animations like I always do by selecting the blendshape node and then baking. Now I export the animation as a .fbx file, making sure all the correct export settings are ticked, again, just as usual. So far so good, but when I re-import the .fbx…
Sorry to hear about the bakery! I remember hearing about it, and wanting it to be here in LA. So few quality bakeries here. But, oh well, Game art has all the baking one needs!
[ QUOTE ] I got a problem when baking my normal maps, I got small red dots that I can't get rid of. I have discover that small object can cause this, but now I really don't know how to fix the remaining dots. My cage don't cross these areas so I don't know what to do. Someone got an idea? [/ QUOTE ] 3dsmax can act stangely…
Thanks for the link throttlekitty It's very useful info Look my problem is that I recently modeled and textured an ammo box. I was making it for a showreel purpose. The thing is that the final result was quite of low quality. Someone suggested that the maps I baked and the overall texture should be of 4k or 6k. So I like…
Hi! I'm finally up and running with Quixel Suite 2.0 (long story short had to upgrade from CS5 to CC2015 to make it work) that said everything is running all right, however when I load my OBJ and ask Suite to bake the maps (I work in Hi-Res and only input the AO) it makes a different set of maps for all the materials of my…
Hi all, I'm having some difficulties baking a normal map in xNormal for my tree that I sculpted in Zbrush. Here's an image of the artifacts and seams that I'm getting: As you can see there are these dark grey artifacts and visible seams where my UV's are cut. I used Zbrush's UV Master by splitting the tree into polygroups.…
Ossim is a simulation baking tool. It allows you to generate an armature and skinned geometry based on physics simulation to use in game engines and realtime applications such as Unreal Engine 4 or Unity3d or any other realtime application that supports animated armatures.…