I've made some models and put them together into a coolant block, from which I want to snag details into a simple cube, using texture baking. Here's the problem though. This coolant is made of parts, some of which are instances. These parts are separate, and it would be quite advantageous to keep them that way. However…
I don't think you are baking AO from a highpoly model. Those subtle line of shades are there because of your model's geometry. (You must be using lowpoly to render it) Every software could end up like this if you just bake directly from lowpoly model. Update: You might be able to get rid of the subtle lines if you make…
Hello, I create a simple scene. Box and several spheres. The box has the correct unwarp. When baking, strange artifacts occur. Please tell me what is the problem? all default settings, max offset 6.5
Baking in Zbrush simply captures the difference between subdivision levels. It worked ok a decade ago if you were sculpting details via alpha brushes, but it's not so great if you are actually added new geometry. If you add new geometry - even something minor like an inserted screw - then that geometry needs to exist on…
Seems like all of your uv's were over two uv squares, which could cause bakes to miss completely. The problem areas uv's are all broken up by every individual face, which is obviously not ideal and wrong. This can be solved by globally stitching everything together, but a better alternative is to just re-uv them…
Hi! Im new to this forum and 3d in general.Im trying to texture a plane I made in blender using substance painter. Im having real trouble understanding the whole process of baking the maps (the normal map particularly) and I get the weirdest artifacts that I've been trying to fix for the last couple of weeks. I hope…
Hello everyone. I'm having trouble baking normal maps. This time it's simply in one specific application. Whenever I get black edges I snap my fingers and say "ah, I bet I forgot to split the UV's." However there was no snapping to be had and the edges were still as black as ever. I go down my usual checklist compiled from…
Is this the correct method in baking a normal map from highpoly to lowpoly, in regards to smoothing groups? 1) First I attach any floating geo together so I have one solid lowpoly mesh 2) I select the entire LP mesh and "Clear All" from the Polygon: Smoothing Group menu 3) I click the "1" to assign all of it to group one…