Hey All, I've been following the Radiosity/Assign Vertex Color method for baking AO into vertex color, which I had done before with Max 2012 with no issue. I just tried it in Max 2016 and all I'm getting in the vertex color channel is solid black. The radiosity bake appears to be fine, but when I run the Assign Vertex…
Hi Folks I've been testing some baking of some basic models. I have some strangeness happening on sharp corners. I think that It might be that my UV islands should not all be welded together? Please see attached image. This has been baked down in Softimage with Ultimapper. Thanks for any help. Chris.
(Solved) Hi everyone! I'm baking normal maps in Marmoset, and I have and issue. Some sort of artifacts has appeared in my texture, it is like the wireframe has baked on the normal map. As you can see in the shiny part. Here is the topology of low poly mesh. Don't what could this be Any help would be awesome
Hi! I've been wanting to use Painter as a baking tool for the assets in our game, but I'm running into a problem. If I understand correctly, you should be able to bake intersecting meshes all at once without exploding by using the _high and _low suffixes on the different parts of the low and the high poly, right? Whenever…
Hi, I'm currently baking in xNormal and prefer it over Maya. However, the project I'm currently working on requires the meshes to use multiple UV sets with groups of meshes sharing one AO map that is read from the second UV channel. Is it at all possible to be able to tell xNormal to bake using the second UV channel? Thanks
I generally go after this when making environments 1. Be efficient and plan ahead. 2: Spend time to make your textures look good, 90% of all my textures are Tilable Textures used in different ways. 3. Spend polys and use custom normals to make your low-polys look high-poly. No need for baking all the time unless you need…
I've been building a wrapper around the Arnold RTT tools so they aren't shit but I'm struggling a bit with normals. I'm not very familiar with Arnold so may be missing something but I don't seem to be able to bake normals into the tangent space of my target bake mesh. The aiUtility node gives me world space normals which…