Hey guys, when baking normal maps in marmoset I usually select the 16 bit format option(32 bit causes my old laptop to close Marmoset lol) as when I select 8 bit I notice some dithering after the bake. But I have heard that 16 bit format is not always the best way to go? Or is that when exporting out the texture maps out…
Still learning Maya and SP baking tools, could use some help here... I've created a cage in maya by duplicating my low poly mesh, then I selected all my verticies and did a normal push outwards. (see image) Here are my export settings. I'm exporting out as an .fbx and triangulating it; is that the correct method? . . Now,…
This is flipped triangulation during bake. And you are displaying it with a different triangulation from how it was when you baked. You can see it from the "X" shapes. Just triangulate your mesh before baking so this cannot happen.
zBrush can bake udims too. You can bake udims in xnormal too, but for this you need to bake the seperated udims on after each other and name them by hand. This only wirks when one mesh doesnt use multiple tiles.
I'm currently working on the low poly version of a knife (for the monthly noob challenge), on 3DS Max, and I keep getting this issue whenever I try to bake the ambient occlusion map, using the Default Scanline Renderer. I get these white pixels/artifacts, but only on the areas which are darker/deeper into the high poly…
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Hi I just started to learn 3D modeling and texture baking. I've tried to bake normal map for simple objects like sword or an axe. But I always got an artifacts. So I've decided to try this process on much simpler material. Here is classic cube low polly: I've used texture atlas to unwrap it manually. Then I've created…
hello, i am experimenting with baking of high polygon mesh details on low polygon meshes and i faced an issue where i dont understand the logic behind. i ve added the files as fbx if you would like to try it yourself. i 1. Why does the result in substance painter look super smooth while it does not in blender or unreal…