I've just started playing with substance painter and have very quickly run into an issue baking maps. I've been following the youtube videos put up by allegorithmic but everything just works for them and I haven't run across mention of what my problem could be. here are my meshes and settings. My google searches havee come…
Playing video games does not qualify you for anything, c'mon are you really this obtuse? Honestly, I don't think you're lying, I think you genuinely imagine that what you post makes sense and is well informed and interesting. But it is not. You don't have the practical experience to tell the difference between actual…
Being a blender user myself I suggest to not use blenders internal baker as it bakes without a cage and doesnt support antialiasing, If I was you I would download xNormal or Marmoset Toolbag 3.
Using the baker inside Painter worked wonders! Didn't know SP had a built-in baking feature, that's what I get for diving into new software without reading up on it first. ;) Thanks a lot!
Any proper baker will do it, xNormal or Knald for instance. And yes, just import your Zbrush sculpt + your new Lowpoly (with UVs) to one of those, and bake out the vertex-colors (=polypaint) to a map.
You also need to make sure that you don't have uvs on top of each other when you do the bake. So if you've got for example, mirrored uvs laid on top of each other, just bump one of them over by 1.000 into one of the other uv squares. You can put it back if you want after you've done the bake :)
Hi guys! I'm having some problems when i bake my high poly mesh into my low poly with substance. I'm getting really weird artefacts :/ Im really new in 3d world and i need help. I'm using the smooth shading in blender (i learned the tip, and it get better result,) I post my images THANKS FOR THE HELP HIGH POLY LOW POLY LOW…
For some reason Ambient Occlusion simply doesn't work in my project. I'm talking about the one in World Settings. Here are the settings: After several unsuccessful attempts at having AO after baking the lighting, I cranked Exponent to 4 just to see if there's ANY AO at all and maybe it's just barely visible. But no. As you…
I saw some examples how to bake material from Zbrush into texture from hipoly model on it's lowest subdivision level here http://sebleg.free.fr/tutorials/zbaking.html But I need to do the same trick only with my new retopologed model : (low poly model already has UV coordinates) Any ideas how to do it ? :D
Hey, guys. I recently had to make a low poly bandana out of a cloth simulation. I spent a while scratching my head at how I was going to retopologize and bake something that was folding over itself with tons of wrinkles, before I came up with this method. Hope it helps someone else out there. Software used: Maya, XNormal