Hi everyone, I need some help with my scene, I have thos weird white artefacts after baking my lights and i don't know how to get rid of it. I searched on google and found that it was due to DX11, but i couldn't find an answer on how to solve this problem. As you can see they seems to appear where the textures is pitch…
I`m trying to bake normals for a marvelous designer cloth but i`m getting errors (Seams ??) like around the sleeve wrinkles area, i have tried to increase and decrease the ray distance on xNormal but still no good results, if i cleaned it manually on photoshop it`ll lose all of the high res details on that area. Also, what…
I'm not familiar with zbrush, but in Mudbox you can bake your high poly to your low poly directly in-program. I tend to use mudbox for baking, since it tdoes not give me any problems whatsoever.
I'm wondering if anyone knows how to bake information from a low poly character, with the normal mapping texture info in a lit scene, into a texture file? I'm toying with Surface Sampler, toying with the "Diffuse Map" and "Lit and Shaded Color Map" output settings and so far I'm getting black image files.
I'm trying to bake some normals / A.O in Max but for some unknown reason i end up with these strange black shapes on my low poly model. As can be seen this isn't visible on the "complete"map or normal map nor the model itself Is there anyone that understands what's going on and can tell me how to prevent and/or fix this ?…
Hi, I've been racking my brain trying to figure out how to bake morph targets to my character so I can collapse the morph modifier in the stack. How do I do this? Is it even possible? The reason for doing this is that I want to scale my character and rig (rigged with CAT) using the 'Rig Resizer' but it won't work with the…
been doing a bit of experimenting in max, baking vertex lighting into objects, now simple radiosity gives nice results but im not getting enough light bleed, so i would like to add a bounce or two so that occluded underisdes get at least a touch of light, this has to be ready to convert so cannot be a render option must be…
It's basically an exact copy of your low poly pushed outwards a bit, which marks how far (and if applicable, in which direction) the baker will look for high poly geometry to bake down from.
Hello dear community, today, I started with my first model for Substance Painter to get my training going. I'm just at the beginning of my journey. After I exported my mesh in the high and low poly variant, I imported it into Substance Painter to play around with my texture. After importing, first I got artifacts and…
the shape is a fuel can, and im still new to this hard edges soft edges baking thing :/ im using fbx file format, with a basic cylinder unwrap. But i still have lots of artifacts especially on the cap. Also how the hell do i make the cap SHARP, the normal is really soft. This is a game asset so i cannot put supporting edges