How are you baking that last normal map? If you're not using a cage, you get those long crevices in the normal map everywhere you have a hard edge in the low-poly. This is because the baker is missing big chunks of your high-poly.
Some screenshots with the problems would be nice, as well as the baked maps - issues will get identified and solved faster. The quick fix for most discrepancies between max baker and max viewport is adding an Edit Normals on top of your mesh (and not changing anything) then collapsing.
One of two things are happening. Either the baker isn't correctly outputting to png48 or marmoset isn't loading the full bit depth from the file. Try baking a 16 bit per channel png in another software and see if the problem still occurs.
Hello there, I'm new here and I'm not sure if this is the right forum to post this topic. This will be quite a long post, but I seriously need help :( I've been working on a personal project ever since I graduated back in June 2019. I'm trying to create a decent AAA quality recreation of Adam Taurus from RWBY. Yes it may…
2023 is well worth the upgrade IMO. A few very nice features like Ctrl+F to search. For retopo in maya I don't necessarily use the hi poly as live surface. Can decimate it considerabley or also break into several smaller chunks. So long as silhouette is not changed dramatically the lo-poly you create will still match. The…
My buddy Aaron has this copy of MAX 5.1. He's been trying to use Render to Texture, but keeps getting this weird MAXScript error when he chooses it from the menu. This is the default installation. I got him to try Chuggnut's customized Bakersfield script, and damned if it didn't to the same thing. MAXScript error on…
Here's a visual aid for explaining what I'm trying to understand. I've got a trench coat which has been sculpted solid because I would like a thickness to the bottom and such. Naturally some faces will be unnecessary and need to be deleted at some point, like in the back where the body of course covers it and inside the…
found out a strange thing today. when youre in the baker menue and show your bake (normals f.e) its shown witha gamma 2.2 curve aplied in the viewport.This could lead to wrong workflows.Just a strange behaviour compared to other packages ;-)
Like this [ame=" https://www.youtube.com/watch?v=WS5glTYDYkw"]ZBrush 4 Baking MatCaps Video Update! (Subtittled Version) - YouTube[/ame] Or like that [ame="https://www.youtube.com/watch?v=DC2s_beTMEE"]Zbrush - Matcap Baker Plugin Demo - YouTube[/ame]
the main issue with Zbrush normal map baking, it's not synced with tangent space data from the model, that unity (unityTspace) or Unreal engine 4 (mikktangent) deals with. So best is to find the baker that make your normal map to match the game engine requirements.