Tried literally every option and returned to using a SubD high poly as a workaround... I got the feeling chamfer just doesn't bake well without a high poly. I have other non-chamfered low poly and they seem to bake just fine without high.
Never tried this but do any bakers out there support putting a normal map on the high poly and baking THAT to the low poly's normal map? (after running through the high poly's tangent space matrix to build a final surface normal)
I had to suspend this project for a little while... but I'm back! I've finished the bakes in Substance Painter. There are a couple of artefacts around the viewfinder because the geometry isn't baker-friendly. Other than that I'm ready to start working on the materials.
Could that be a feature added to the Toolbag baker in the future? The ability to bake all the maps from one mesh to the other in one click would be awesome. That could also lead to new pipelines, like a library of fully textured pieces for kitbashing.
This is just a "nice to have" feature; the ability to set the sampling quality per-map for the baker. I'm using an older/slower GPU so, to cut down on bake times, I use lower sampling for the maps that don't really need it.
Hello all, my question is, if it's possible to bake a normal map from a highpoly ZBrush-model onto a lowpoly model which is already UV-mapped. I think it should be possible somehow but I just can't find any info about it. So, if somebody has too much time and likes to answer on this... (: Cheers!
Hi, I have models textured in SP that were used for offline rendering. Now we are discussing if we want to bring them to Unity hence doing retopo to get low poly models. Can I bake the High res Material maps inside SP onto a low poly mesh so I do not have to do the texturing again? Or is another app needed for this? In…
Hi maxes radiosity solution is crap and very slow. i want to test other solutions for baking AO and GI into verts for max besed meshes... so far ive tested xnormals simple gpu AO tool which is extremely fast but lacks bounce light. anyone else got decent results using vray or mental ray to verts in max... may need to…
I'm not a Modo guy, but instead of separating the shutter into two models, an easier way to do it is to keep it one model but move the pieces apart from each other (a reversible numerical distance is best), bake the single normal map, then move them back. This prevents the intersections. Gray is the final low-poly mesh.…
I don't think he's trying to bake reflection into the diffuse of his object, but into a cube map that he will use as a reflection map on his object? http://wiki.polycount.com/CubeMap?action=show&redirect=Cube+Map Eric put this up on the wiki it covers baking a cubemap in 3dsmax if that's what you're after, I've used the…