Hey everyone, I'm curious if anyone has some info about what factors impact bake times (specifically normals) throughout various applications. I originally thought it was simply down to polycount (thought process being, more normals, more projection calculations) but i've started to notice a lot of really long bake times…
Hello everybody, I am self-taught and trying my best to learn how to make game assets. I am trying to make a revolver game-ready asset, but I am facing some difficulties when baking the normals. The problems with the baking can be seen here: As you can see I have these edge lines showing, and some black and not defined…
Hello everyone ! I wanted to do a test of baking in using one part of my model but I don't understand, why the quality of my bake on Substance Painter is so bad... * All my UV have a texel ratio of : 1339 pixels by meter, and i follow a texel ratio of 1080 pixels by meter (so i wanted to bake in 1K) * All my UV are neatly…
Hey all, I've been using this workflow to bake material IDs from ZBrush: Grabbing a subtool with Polygroups, going to Polypaint > Polypaint from Polygroups. Export to TB3 and bake vertex colors. Is there a faster way to do this? I was hoping to find a similar way to export polygroup information, e.g. when you export a…
first of all im sorry maybe i sound like an idiot asking this im quite new on this PBR thingy and just wondering how do most people bake a fake hole on their low poly ?? i mean albedo/diffuse map shouldn't contain any shadow information ,right ?
Hi. Im using the warp texture plugin to make wear and tear fast and easy on models. Dont have the time to unwrap and texture 200-300 k machines each time. So im generating a vertex map with this plugin and this plugin isnt supported by mental ray. How do i if possible bake this map as alpha image? when i bake it takes on…
I'm trying to figure out an efficient way of making an exploded mesh for baking in Xnormal. Zbrush, 3dcoat, 3dsMax workflow preferable but I'll take anything. Scenario, very dense highpoly and uv'ed lowpoly assets intersecting in hundreds of spots spread over 50+subtools of varying subdivisions. Methods I've tried-…
Are there any bake parameter bake settings in substance? Things like ray lengths, ray counts that kind of stuff? I was expecting to see a bunch in the baker windows.
Hi guys. Why is it that when I try to bake normals and press the "bake" button, nothing happens? I clicked "preview" but still nothing, it just doesn`t start baking. Someone tell me what the problem is?