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…
No. Only the lowpoly UVs matter, since the baking tool uses the lowpoly UVs to bake the details from the highpoly. This might help. http://wiki.polycount.com/wiki/Texture_Baking
Hi! Help me please. When I'm baking Occ map from high to low, then get artefacts. Turtle setup default settings except for the quality of. - Maya/Turtle 2013 (x64), Win 7 (x64). NVidia GTX 450. Intel Core i7. What could it be?
I have done several barrels before using xNormal. I tried again if I could do cleaner result than before. Earthquake's MEGAFANTASTIC thread here has been big help for me to understand how this stuff works. I used cage when baking out these and edited the cage to get rid of the waviness. I had to use clone brush to get rid…
Edge padding ideally should be done by the baking tool, not in Photoshop. The alpha in Photoshop is usually antialiased, so Solidify smears those dark pixels outwards. For best results with Solidify, you need to force the baker to alias only on uv edges.
If you have an unwrapped high poly mesh, you can bake the curvature in Substance Designer based on the vertices using the standard Curvature baker. 2 is indeed the exact same thing as 3, but coded in one channel instead of 2.
I'm making my hipoly and baking normals onto my lowpoly but during the process I'm not sure why my normals come out w/ so much noise. I have checked smoothing groups on the pieces but those are ok, I don't have lights in the scene, and Gamma and Lut is disabled, also for the lowpoly I set materials on default materials, so…
Hey I'm getting this issue with newer max versions (2013 vs 2011) where as I try to bake my low res ambient occlusion, I get faceted results. The process is the usual render to texture Ambient Occlusion (MR), samples are fine and render in general is fine, just get facets as if my object was suddenly set to no smoothing…
too tired to go on about shadows problems but your normal maps... try multiplying by X,X,1 in the material and be aware that they do flatten a little when lighting is baked anyway. They are never as nice when baked versus dynamic light source