Hello. I am try to bake high poly to low poly. When I used original hp model everything worked as expected. Then I decided to try the same process but with model decimated in zbrush. And It seems that painter doesn't like it. Is there a way of working around this? Thank you 😄
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Hi I need software that can bake a lightmap as a texture that I can export. something fast and simple; it doesnt need to be very good quality. Why? I need to do some "de-lighting" of a scanned 3d model - incase you dont know, that means capturing the environment of a 3D scanned object (usualy as a panorama), and applying…
I know this isn't really possible so its more of a suggestion than anything but does anybody else think it would be amazing if you could bake out the AO that marmoset generates for your model? I'm sure you've all noticed but it looks awesome. I'm not sure if its possible as I have no idea how its generated but I think it…
Hey guys! We are working on a game using Unity (on version 5.3.3p3 right now). We are baking GI and Lighting using Directional Specular. I generate all of our lightmaps in Maya. We've stumbled across this weird artifact and I'm not sure where it's coming from. It only pops up in a couple locations and is pretty annoying.…
Hey ! Anyone know why this happens ? Mesh looks like its normals are flipped (the rubber "tire" part). I checked my normals and they are facing the right way in Max, this happens during the baking process. thanks :)
Hey y'all, I downloaded the free trial of Substance Painter so I can learn the program. However there are some technical difficulties. For some reason, every map bakes onto the mesh just fine, except for the Curvature map. It just comes out as a black square. This is preventing me from using Generators properly. Also, for…
Hi guys I need your help. I'm coming across with this problem when baking in xNormal. I don't know why after I export both the low and high poly out in FBX and bring them into xNormal. trying to generate normal and ambient occlusion , it generate maps like these. And I tried to out put the high res as an OBJ and the low…