Hi! I would evaluate the bake first, without any textures applied, to make sure the issue lies there. I would make sure UVs of mirrored or repeated parts are outside the 0-1 space (offset by 1) to prevent two different values being written to the same pixel. To align the hands UV seams to pixels, you would have put the…
It's hard to say without more details, but a couple guesses: 1. Have you adjusted to cage to make sure the floaters fit inside it? 2. Are the floaters in their own bake group? If so they won't have any low poly meshes to bake onto, they need to be in the bake group with the respective areas that they're associated with
Spend the 100$ on marmoset, you'll don't need to make a cage, see the cage in real time and can paint some offsets (maybe in Knald also?), makes the whole process so much easier. Haven't made a custom cage in some time.
I'm not amazingly sure where this goes. General Discussion kind of says not for models we've made, so I guess it goes here. This is a quick test of my model imported into UDK. The material is just a placeholder of ambient occlusion+skin tone color and a normal map. The main problem is the shoulders. They look a bit off in…
My latest test with Toolbag 3's vertex color baking is producing some buggy results. I have a scene with three Bakers, one for each of the materials assigned to my low poly model. For one of the three, I get perfect results. The other two produce this weird collection of squares. I did a test in xNormal (no cage) to make…
In the AK-47 video on Quixel's youtube channel the AK-47 model is overlayed in photoshop with no window behind it. Does that not work in .8? Sorry 1.8?
Hi! I'm making assets which are to be used for destructible meshes in Unreal Engine. I'm running into a problem with the bakes and I assume the Ambient Occlusion. I don't know how not to get the data from Zbrush concerning where different meshes overlap for when baking in substance painter. Each piece is separate in Zbrush…
Ok. from the responses I think our system is so far off base I'm not making myself clear, lol. Resistence baked their lighting solution into a map, this isn't really what I'm talking about as it's dealing with how they handled lights. We're using dynamic lighting solution, meaning very little is going to be baked in, which…