Seems like all of your uv's were over two uv squares, which could cause bakes to miss completely. The problem areas uv's are all broken up by every individual face, which is obviously not ideal and wrong. This can be solved by globally stitching everything together, but a better alternative is to just re-uv them…
I wondered if anyone would be able to help. I have a problem baking AO maps in Maya with Transfer Maps every time I try to do one in my scene it says I have no idea where this transform is. It says the same error on every object I pick. I have deleted history on everything and also optimised scene size to get rid of extra…
I can't bake normals in 3dsmax 2016. I don't know if its because I have Windows 10. It use to say "rendering is disabled" every time but now it doesn't even say that and the render texture option doesn't even pop up. Does any know whats going on???
Thanks kwakkie, and I appreciate the honesty. I do agree that this could be optimized further and would need to be for certain platforms. However from my experience this model would work great and in some cases an LOD may would help but it all depends on what kind of game it lives in, and even what area of what level it…
I want my filter for Substance Painter to incorporate baked environment lighting in it by default, but I can't figure out how to do that in substance designer with nodes, I know I could just do it with a normal filter in painter but I'd like to learn how this works! Any and all help would be incredibly appreciated!
While I continue to search let me ask a more targeted question about what I'm looking for. Unity's documentation states that the camera frustum culling takes place automatically. However I am wondering if this takes place automatically in the built version regardless of whether or not map data is baked in editor. Does…
I'm trying to bake a lighting map to be used as AO but I ran in a bit of trouble. It seems that wherever the highpoly mesh intersects with the low poly mesh I get an ugly seam. Example: Anyone knows a way to be rid of this other than pushing all of my high poly inside the low poly?
Hi, I have a low poly strap which fits around a pole. The inner-facing (unseen) polys have been removed like so: The high poly still has its inner-facing geo: If I were to try baking the normal map now (without removing the hidden polys on the high-poly model) would it produce baking errors? **I would do a quick test but…