Hi guys, It's the first time I encounter the tech issue of baking env/props destruction animations from maya to a game engine (in this case Udk). Read *noob if you wish :D I'd like to know if there are some good tutorial out there on the subject, to start doing some test. I am interested especially on wall/rocks/crystals…
Yes, this worked like a charm, just import the mesh, rightclick -> bake model information. then add a world space normal baker and add the tangent space nromal map there. awesome!
Hey Polycount, Is it possible to transfer (or just bake) animation that is on the bones of a character onto its control rig in Maya 2012? Here's the scenario: I'm animating some game characters that have animation for walk cycles already on their bones. I got rid of the animation and rigged them. Now I'm looking for a way…
Is that a bake from multires? I don't tend to bake displacement from it, but I've seen some fair amount of weird banding on Bake from Multires Normal when you don't use "Apply Base" first.
Hello everyone. I'm having issues understanding what's going on here. I've seen and read everything about textools and uv splits, and smoothing. I'm just not getting it. So I decided to do a test bake on a simple object. Here's what I got. Please see below. As you can see the problem here. I followed the rules of…
So yeah, as the title says, I get some pretty bad normal map bakes inside of max as well as using xnormal I get the same image both through xnormal and 3ds Max 2013 I have uploaded both the normal maps I get and the low and high poly models as screen shots as I should mention, the low poly barrel is mirrored on the Z axis.…
Cool! Yeah preserving settings in general seems like a good idea. We have multiple projects where one individual might switch between them, and having preferences and bake settings for each project can help automate small tedious folder input/output changes. So you're thinking an sbs with loaded bakes and meshes? That…
So my workflow is a bit of a pain, I have a 3ds Max model that I broke into parts to do the high poly in Mudbox. I only took over (for example) 1 of the 8 columns. Back in 3ds Max I baked all the normal maps, all good and well, but now I want the AO. Each part of the model has it's own material and map. And I'm using a…
hmm still isnt quite doing it..when I render I bake my normal map and then go back on my low poly , flip the normals? and then bake the AO map that way or am I doing this wrong?
For the issue with the hard edges, it looks like you've set up hard edges but do not have splits in your UV map. You'll need to soften those edges or split up the UVs so the hard edge regions are isolated. See the Best results -> Hard Edges and UVs section here:…