I'm having problems when I bake my high poly mesh onto my low poly in Substance. I used a tutorial where you separate the different mesh parts into different texture sets and you don't have any overlapping mesh pieces in each set. This has given a really good result except for behind the ears- probably because there is an…
Hey guys. I'm in the process of doing a low poly for high rez mesh and I'm starting to second guess some of my choices so far on some of the parts specifically with wires/cylindrical parts. Below is a HP wire and outlined in red is what I've removed for the LP version so far. I figure that this console if in a game and a…
I'm an old school Maya user, and back in the Mental Ray days it was pretty easy to bake AO to your vertex colors. Does such a feature exist in LT 2018? All I can find is information about baking to texture maps, which is not what I want to do. If not, does a seperate app like Marmoset, 3D coat or something else support…
Hi, everyone. I've been trying to bake some AO in Maya and it's just not working for me. I've got a room and within the room is an object that I'm trying to bake AO onto. What's happening is that the resulting map is completely black apart from the small bits that are actually going through the walls into the outside of…
As the title suggests. I'm having issues baking from high to low poly. During baking I only changed: - Antialiasing 4x4 - Match to By Mesh Name And changed nothing else. No idea what's happening. It kind of started doing this after I updated to the latest version of SB. Maybe it's soemthing wrong with UV's. Made this with…
kodde, yes I thought that too! The way the cube maps work as I just realized is they look up some normal projection thing in real time. I thought you could just map it to a box but there is distortion on the edges since the camera FOV is 90", you basically have sheering in places. Noors tried the smoothing of a cube too no…
Hello! I set up low poly model and high. Baked using cage and scanline perfect normal map. When I'm trying to bake ao form high to low using mental ray I'm getting weird artifacts which are black on final map. There is no overlapping no inverted polygons. I don't know what to do, other methods also giving same result.
Hello, I seem have an issue with marmoset while importing an fbx with baked animations. Working on a character model and wanted to have animated sequences to help show the model off. Unfortunately the animation doesn't seem to match the animation from the other program where I exported. At first I assumed the issue was…
i have created a piece of corrugated iron 3ds max. I have then tried to bake the high poly to the low poly. i am unsure as the colours seem to be blue rather than a purple colour. Wh is the normal map not baking correct
Hi all, I'm modeling a rifle and it's also time to bake normals but I'm having some problems with it. I tried to bake the normals in both mudbox and topogun (I didn't use xnormal or maya because the HP comes from ZBrush and it has way too many polygons). So, the problem is this: Mudbox Topogun: In mudbox I get no seam but…