Anyone know why I'm getting these dark lines along the edges of my objects after I bake them in substance painter? Heres an image of what im talking about.... Is this because the edges are to hard? Should I bevel them or something or is it an issue of resolution on the UV Maps?
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.
Recently I'm getting some wierd artifacts when baking out normals in xnormal or even max. I don't know why that is. I set the correct smoothing groups, split uvs where they r susposed to and set my cage perfectly. What can it be ? I'm lost :( Here are some renders out of TB2 without gloss and spec disabled only the normal…
Hi, having the extra geometry beyond the edges of the low-poly helps with correct ambient occlusion baking - without it the baker doesn't "know" that it tiles, and you get light bleeding at the edges.
Just completed my first high poly to low poly normal bake attempt. Went pretty flawlessly, created a low poly mesh in Max then used Mudbox to create a high poly mesh and add details, nothing too fancy. I know its not particularly exciting but critique is welcome. Final tri count is 4,400.
Let's say I bake a heightmap texture to normalmap via 2d program (nvidia tools, xnormal PS plugin, crazybump, etc) - since the 2d program/plugin doesn't know how the faces are rotated on the uv map - the resulted normalmap might be shifted the wrong way. How would I go about getting the orientation right ?
1SG *can* work if your entire workflow is synced up, ie: your baker and renderer using the same tangent space. Out of the box this isn't the case with Max, and it isn't the case with most game engines. If you're working on this model just to display in Max viewport and not send off to a game engine, you can use 3Point…
Ummm I'm not totally sure what you mean to be honest Mark, I'm still pretty new to all this baking Malarchy. I sculpted in Zbrush, then retopo'd. created the Highpoly from the new low poly and exported both out as obj's. I then UV'd only the low poly and then tried to bake the high poly down onto it. Any huge holes in this…
Hi! Break your smoothing groups and uv islands there.Baking with mat IDs would also help.I dont know if there is an option for this in Maya or not but this means that you assign different materials so your subtools, and to your lowpoly emelents too in the same way, and when you bake it, the renderer will render based on…