Disregard the camera field of view which causes some distortion, they are identical, since the tangent basis is in sync. * SGs = model with soft and hard edges, as can be seen in the screenshot. * I would have upload the normal maps as well but it's 1 AM and I'm working soon! Basically the one with the hard edges got less…
We've started using this at work, it's rad can't go back to any other baker now. It's kind of like when we made the switch from CrazyBump to Knald, just can't go back once you've used something better. My rave review below. The Maya workflow is incredible, can't speak for any other engines except Maya and Unreal 4 since…
Hey Ootrick, I haven't used name matching much, but I believe it works how you would like. One scene file with multiple meshes inside with naming convention. So a single file for the high poly and a single file for the low poly. I think somewhere in this thread there is a description on how the naming convention works. I…
I third what Neox suggested. I'm not sure I can evaluate it properly - I'm already at 4 bake left. Maybe a 15 day trail would be more useful. Looking forward to next release. Round Edge baking sounds good, I'm curious how this is going to be implemented. @Farfarer, yeah you are probably right I'll definitely be subbing…
thanks for your efford! 1. zbrush polypaint is basically just vertexcolor :) we paint a lot in zbrush on stylized production. it almost entirely removes the need for painting in photoshop 2. i just exported some blocker planes, as fbx and i got no error report, but i can check again 3. yes if the file is there already i…
Hey Mightybake, Just downloaded the latest beta -- really loving the blending of geo and surface normals. Saves me a ton of time. I have been getting a number of crashes though, I even rolled back to 1.4.9 but am still getting them. They are somewhat sporadic and I've had a hard time debugging what the potential cause is.…
This is what was working for me. The high poly consists of multiple objects, the low poly consists of just the parts I don't want to intersect when they bake, and the envelope is for the same low parts I don't want to intersect. In this example I have lots of separate high poly parts in a single scene because I don't like…
No problem, I think the only difference between MIKK and Unreal tangent space in MightyBake is one is Y+ and the other is Y-. For import to substance painter I had a hard time figuring out why the maps looked wrong, but correct in Unreal, turns out substance has different low poly normals if you import triangulated vs not…
MIGHTYBAKE, okay did a very thorough round of testing the beta tonight and found some new issues to this build. 1. There appears to be a new bug with the envelope, as Neox said, using search distance works fine, but the envelope has some precision error in it now which causes some missed rays, black spots in the normal…
Hi @Senor_Chewy ... I didn't find a perfect answer no. I guess logically there really is no way, as a displacement bake is all about measuring the offset between the high and the low mesh, so steps are inevitable. My work around for now was to smooth the low mesh before baking the displacement. I don't use the shelf tools…