Hi, sorry form my English any way I'm new to 3d and i'm working on creating a (Fire Hydrant) i created the HP and the LP but when i tried to bake it in marmoset toolbag it's giving me this wired effect as showing in the photo below please can any one till me y? LP: HP: Thanks.
I've UV edited this object correctly but there is something wrong with the shaders on modo which is messing up my bakes on painter they turn our completely black as well as the A/O???
if i set up my baking and reimport the same model with adjusted UVs, toolbag seems to still use the old uv layout, resulting in broken bakes.restarting toolbag seems to fix it though
Hi! Im new to this forum and 3d in general.Im trying to texture a plane I made in blender using substance painter. Im having real trouble understanding the whole process of baking the maps (the normal map particularly) and I get the weirdest artifacts that I've been trying to fix for the last couple of weeks. I hope…
Is this the correct method in baking a normal map from highpoly to lowpoly, in regards to smoothing groups? 1) First I attach any floating geo together so I have one solid lowpoly mesh 2) I select the entire LP mesh and "Clear All" from the Polygon: Smoothing Group menu 3) I click the "1" to assign all of it to group one…
if I understand correctly when using match by mesh names, it must bakes different piece of model separately, but i still have artifacts in place when 2 models are intersect
Haha I see what you mean. I can just scale down the loop there. Any other changes? Also, what is recommended? Loading this into a sculpting app and making a high poly version to bake from, or just adding detail to the base?
Hey guys, just wondered if you could offer me any feedback to why my bakes are coming out in this way. Along the edges there seems to be dark lines, where polys meet. Is there a simple explanation to this? Or have I done something totally wrong. :S I've attached a couple of screen grabs to show you guys the issues. Nice…
Hi, I have a problem with baking normal. It's about wire bleeding(Can I say it wire bleeding?). As you see the photos below, some lines which came from low poly have been drawn on normal map. I'v baked it out in Substance Painter. I guess setting multiple smoothing group would help for this issue but I really don't want to…
So I'm baking down a simple wooden chair but the seat and middle back section's normals are all out of whack. I've reset the Xform. Detached reattached. any ideas on what is going on?