Everytime I try it looks like a horrible mess, I have 0 idea how to bake a normal for a face. Any help would be appreciated, I have Maya, and Xnormal atm.
i unwrapped it in blender 2.8 and baked it in substance painter. im not really sure why the corners of the models arent lining up properly . when i looked at the uv map in blender and looked at the checker pattern to see if there was stretching. there was very little stretching in the four corners on the upper part of the…
Hi there, I'm in the middle of my uni project at the moment, and everything went alright up to this point... I'm trying to render AO map / complete map with render to texture for my low poly tank model using mental ray. Well the problem is that... whenever it bakes the AO / complete map it ends up blurry... a LOT O_O all…
[edit: a few versions ago i changed the name from SoMuchDiffuse to SoMuchMaterials as I have included a specular and gloss generator and now a DOTA 2 version!] Hey friends! I've been working on this material for Substance Painter to help make hand painted textures for a while now, and finally released it on Gumroad.…
So, I've been trying a lot of things, but whenever I try to bake a clean lighting map with scanline renderer, I get always these strange light streaks. Is there a way to get rid of them?
When you model an object that bends, I want to bake the mesh by using a method similar to vertex or AO so where the mesh is bent, it is darkened so I know where the bend is on the mesh ?
Hey Polycount! Mini tutorial about baking made for friends. http://mathiascadyck.blogspot.com/2011/01/test-6.html You are welcome to check it out. Feed backs, criticisms and suggestions are greatly appreciated.
I'm probably doing a lot of things wrong, but this is my first time baking normals. I also tried to bake them to a simple plane, that worked just fine. Also this is just a test, there is pinching at some of the corners> I don't really care about those right now since I've spent a few days screwing around trying to fix…
Hello everybody. I can't figure out how to bake simulation into keys and then export it as FBX? And can't really seem to find instructions or tutorials about it... https://www.youtube.com/watch?v=txCEFwvsnAQ How do I export something like that as fbx with all vertexes simulated? Apologizes for low level of knowledge...
I was just wondering what someone might do in the situation I have here. I'm using lightmass to bake shadows but because of all the little details it looks ugly. Would people just disable it from casting shadows, is there a way to simply and soften the shadows on it? Just curious. Thank you!