So I'm trying to generate hair textures from Xgen renders using mental ray in Maya 2017 and am running into some problems. Has anyone tried baking AO and the results are coming plain white? I'm trying to play with the AO Max Distance slider in the mental ray Render settings (falloff mode set to Quadratic), but I can't get…
Is it possible to import highpoly model so that its normals smoothing angle is 1 or less. Thing is, I decimate a model in zbrush and it creates a lot of triangles. It looks fine until marmoset 3 average normals on import which creates lots of small shading artefacts on my bakes.
Those are some pictures of the problem. Has anyone here ever seen anything like this before? It is a Hover Craft that I am trying to do texturing on. I encounter this issue during the baking process. Every other part of the model looks fine except for the Hover Craft's Handle (see images above)
Bot Bike? Now you're just making excuses not to make a bike that looks useful for a normal human being. Even while it's not made for humans...I still question how the bike sets itself upright when not moving. Where are the rollers for that? Also, the front forks appear unable to turn the bike. And if there is not a rider…
Came across this: https://www.youtube.com/watch?v=nTlG4dM1nNg The artist is using texture atlas I am guessing, so he is using one texture for a number of repeating faces/elements which is really cool. Since everything is one model, how would one bake the lightmap using lightmass in ue4? Would the lightmap res have to be…
@MichaelF thanks for checking us out! We have focused on streamlining the workflow to reduce your time spent fiddling with the baking process. Our baker is designed to streamline the baking workflow into a game engine. MightyBake can bake normal maps into multiple tangent spaces for unreal, mikkt, maya and others, so there…
All the bakers but the high poly based ones are already GPU based and pretty much instantaneous. High poly based AO and Tangent Normal bakes are CPU based but multi threaded and should not take more than from a few seconds to a couple dozen seconds with really heavy meshes. Anti-aliasing will increase bake times…
https://www.artstation.com/a/13718837 Base meshes can be used a lot, the most important of which is the use in the game industry, which can give us a lot of speed. In all project, many items required by the artists consist of repetitive and similar items. To increase the speed of each artist in all tasks and parts of the…
I'm optimizing a number of hard-surface vehicle parts from Solidworks by baking high-poly details to the low-poly mesh. When creating assets for games, I almost never use 90 degree angles on high-poly models. However, this particular asset I'm creating has a combination of beveled and sharp edges. I have a feeling that the…
Hey everyone ! So , have stumbled upon this article lately and got lreally interested in the following technique ( page 77-78): "For lighting the smoke we didn’t want to pre-bake a single direction as is done in this example...
besides not matching the real lighting conditions.... this would also not allow us to rotate the…