When I bake a displacement map with multires,I get stripes according to the polygons I tried playing with the MULTIRES resolution parameters and it didn't help What is the problem?
I have a somewhat similar problem right now, I want to get rid of the artefacts of baking a normal map on a object that has faces close to one another and cannot use the same mesh name bake option of substance painter since this is the only mesh. And @McDev I think you should try to use the same mesh name option to…
Hey Frell, I believe this is what your asking for. With the lights in your scene turned off go to the lightmapping window and add a number to you skylight intesity like a .5 and keep the bounces down around 1, also turn on AO slider. Bake your scene and it should look like a flat gray scene with your AO baked. Now turn on…
Depends on how you will be rendering the finished lowpoly normal mapped asset. If the final renderer (game) uses the same tangent basis method that you used to bake the normal map from the high poly model (baking tool), then you only need to use hard edges along the UV seams. And you need to use an averaged cage when…
Well...since there is nothing else to hit, it hits the parts on the other side of the model...that Low really low...Max casts its rays from the cage to the geometry and uses the first hit (I know it says to use the furthest hit, but that is the furthest from the surface of the low...so it is the first hit of the ray...at…
The problem was reduced a lot increasing the baking resolution from 2048x2048 to 4096x4096 with antialias in x4. Of course, it took me like 10 or 15 min to bake this and during that time my computer was very slow. Also, I have ignored the "separate the uv clusters by smoothing groups" to reduce the amount of seems and keep…
So I've been trying to model solely with high poly models and try to texture them. (somewhat following Tor Frick's workflow) I just tried to bake out an AO using the new MTB 3, but this occured. I didn't send the rays too far, and I didn't get this result before on a cylindrical mesh. Tried another mesh and this time the…
Hi there, we've been having this problem for a while and have no idea as to why this is happening. For our level there are certain sections that feature grass, but whenever we try and paint the grass that was made from 'SpeedTree' everytime we bake there are deep black shadows running constantly through out it, even in a…
So I've been chipping slowly (even too slowly) at this and I've got to step things up if I want to get it to a decent state before I start hating it. It's gonna be a portfolio piece and I really want to make it as best as I can, so critics and comments are REALLY welcome, and I'll try to implement them so that I can learn…