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…
I usually do it this way in Blender thanks to re-mesher and data transfer modifiers. Max can do it too. Maya probably too In many cases you don't even have to mess with hi to low poly baking ray distances or cages. I bake object space for remeshed . Then apply the very same texture to low poly and re-bake it into tangent…
Gonna pre-face this rant by saying this just represents my opinion as an individual, as a person, homo sapiens. @NikhilR EDIT: im not gonna comment on the culture war stuff as i agree and disagree with tons of points and thats a whole other thing. Im going to just mention stuff me as a dev and as a consumer think about…
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!
I'm trying to bake AO maps with mental ray but uv shells after test (final gather production quality) render have different brightness. Is that normal ?
Thought I might post this since i've over the years seen this pop up. Ever had a problem with mirrored bakes in UDK not working as they should? It's Autodesks fault. It finally appeared in the 2014 3ds max help that there is a known limitation in the FBX exporter such that for a mesh to export tangents and binormals the…