Hi all , Newbie alert I am retareting a Mocap but I don't know how to get the control rig to follow the skeleton. I saw an option on an online tutorial to Bake to Rig that does what I want but I don't see it in LT??? Assuming it is not an option in LT is there a workaround to accomplish the same thing. I want to be able to…
Hi) I am having a problem baking the height map. Polygons are visible on it. There is a screenshot of the problem here - https://drive.google.com/file/d/1Bwr85rRxLB_fFW4zu3mAviw4MK1MFcC-/view?usp=sharing
Hi everyone, I was wondering if anyone could help me. I am trying to bake AO from a simple object with alpha so there is just the shadows - nothing else. Tried a few things mainly using matte materials and the vray matte shadow map but not getting what I want. It doesnt even have to be vray as this isnt high end stuff. I…
Say I have a mid-poly model, that was made out of a high-poly one. I don't have the high poly one, only the mid-poly. Say I want to make a low-poly model out of my mid-poly one. What is the best way to bake normals for the low-poly model? Here is what I tried: 1. 3ds max Render To Texture _NORMAL MAP_ from a mid-poly model…
Hello There, I've been experimenting with VRay for a while and I love the results I'm getting. I would like to try using VRay in combination with Max's Render-To-Texture to see what kind of results I can get. The only problem I'm having is trying to figure out a decent lighting setup for the object's I'm baking... The main…
Trying to figure out how to bake 2:1 maps in Painter but I can't find any info. My UVs for my low poly are laid out in the -1 to 1 space and I want my final maps to be 2048x1024. Is this supported yet? Any help on this would be greatly appreciated. Thanks guys
So this has been frustrating me for weeks now, I've done the UV's correctly and applied each individual object as separate materials, the low poly contains Vertex normals and everything else that is necessary. whenever i try to bake by mesh name on painter i get this bad error? can anyone please help?
I'm trying to bake this head out I'm using a cage with averaged normals but I have this issue either way I'm using a cage or not. (using the cage for fixing the eyes) I have this problem on both ears. I was hoping someone could help me as I have no idea what I'm doing wrong!
So I packed my model, since it was long I made it 2x2k (4096x2048) but when I import the model into marmoset and set the bake res to 4096x2048 it just takes the first square and stretches it to that res, any one have any ideas on why? Thanks.
So I was playing with vertex paint in max, and I found that there's a whole panel about illumination, and you can set up radiosity in there and then assign that to the vertex colors. Is there a way to use this to bake some basic AO into the vertex colors? I guess I'm too dumb to figure it out myself, but if anyone has any…