So I've always had this issue for baking in substance painter, I always get these small black dots/clipping around the edges of my model. I try my best to make sure the high and low poly match up, I keep my UV islands pretty spaced out, I mess with the max and rear frontal distance in the baker settings. Is there anything…
Hey all, Recently making the transition from 3ds Max to Maya. So far so good, except how horrible my renders are coming out (normals). I've tried using Turtle but I don't think I can "bake" properly as I'm not using LT and the bake button isn't anywhere to be found, I've tried rendering by hitting the Clapperboard but I'm…
Heya - Indeed, good of you to ask. The reason why I asked you why you were making such an assumption is because putting clear words on why one believes a certain thing helps identifying where such a belief is coming from. Bit of a socratic dialogue so to speak. The problem is that whoever taught you that was 100% incorrect…
Hello. I was wondering if you guys could answer a question I have with the matter of using baked lighting along with a day / night cycle and how it is usually done in games today and in the past. More specifically, I'm confused on the two concepts seeming to contradict each other. Baking lighting and shadows are supposed…
Hi everybody First, padding doesn't work. It simply outputs gray photoshop file Second, does it output only PSD? Because I wasn't able to find any other option. Third, maching by baking group seem to work very strange if I bake albedo. Some faces aren't baked properly. I've checked projection cages, matching meshes and so…
So iv'e been trying to bake normal maps in Max, and the bakes come out perfect. I don't really like to bake normals in Max because Max is very cumbersome, so I thought i'd try to use Maya's new Turtle renderer. I am able to make the normals, not coming out perfect, but I just can't get my head around the envelope(cage)…
Making a small scene, concept by Beck Hallstedt Wanted some painting practise outside of characters and I love this concept. Currently in the process of making the greyscale Base model: Greyscale, very WIP:
Both problem and solution is explained here: http://polycount.com/discussion/107196/youre-making-me-hard-making-sense-of-hard-edges-uvs-normal-maps-and-vertex-counts/p1