Hi! I am baking the illumination map with Turtle using Final Gathering. The source of light is material of one object (simple lambert with white ambient color). How can i increase intensity of the light?
I have this "problem" when baking ambient occlusion for these boots my current character project is going to wear. I have all the pieces separate which would normally cause artifacts on intersections, so that's set up for baking normally. BUT, I don't want the inner space between boots get occluded, because they are close…
Hi, I'm new to baking high poly with a cage and i'm having problem with x normal as you can see on this picture. There are strange fucked pixels. I don't understand because my low poly retopo is precise. Need your help guys. What must i do ? Thanks in advance. Massimo
As thread title, max is baking my normalmaps in greyscale in the same fashion as a lightingmap, despite clearly having normalsmap checked in the RTT options. Any help would be much appreciated. Example (Yes, I'm aware of the cage errors I'd just rather fix the more fundamental problems first) Render settings:
Hello everyone Recently I have been experiencing some problems when baking with Marmoset. Although all the other maps look fine, my material id always turns out blue and there is nothing I can do to avoid the issue. Can anyone help me with this issue? Thanks F
Dear fiends, I spend lot of time to make a good Bake Normal but it was effortless. I watched tutorials on YouTube, I do exactly the same moves with the guys but something goes wrong. I uploaded the photos of my project and I hope that someone could find what I'm doing wrong.
Hello! If someone can answer some questions and give some insight to a few problem that would be great :) First off when i bake my AO map it comes out with these black areas Also what are convexity maps? Here are some other maps incase they help :D Thanks a ton -Matt
Hi guys, could do with your help again. Baking normals out from high to low as a bit of practice and keep getting strange marks on the render. The settings are pictured below along with the anomalies. Thank you!
Hi, I've been having an issue with a tileable normal map in UE4. Whenever I bake the lighting, I end up with this result: The light map for this asset is correct as it has plenty of spacing and no overlapping UVs, so I know it isn't a lightmap issue. The only way I have been able to make the problem go away was to…