Hello, I'm having a rather annoying issue with Lightmass on UDK in that when it's enabled it doesn't seem to be working, In that i cannot see any light bounces, And the lighting looks exactly the same even if i bake it without Lightmass turned off. I have "Global Illumination" enabled in World properties as well. The only…
If you don't want to mess with mentalray and finalgather stuff you can always hand-place some colored lights and bake out lighting pass separately, which can be then screened on top of original diffuse. Or bake out complete map with handplaced lights + skylight
Hello guys! How's going? I'm modelling a next gen m55 smg ... I lost 2 days of my life trying to find a thread which was actually solving the problem I'm having... but I havn't been able to find it... so there we go! This is the High poly barrel : https://dl.dropboxusercontent.com/u/63614702/problem%201.PNG And this is the…
Hi polycount artist. I just finished 3D motive Scifi Floor tutorial and i have have one issue with AO baking in 3Ds max 2013. The author of the tutorial unchecked Use cage options in Projection option method. He use offset insted. I followed the instruction but my AO seems wrong. Max does not render any information below…
I'm rendering to texture in max 2017,i am new to baking but i have done this many times before with no issues like this but suddenly for no reason it get stuck here, the progress bar won't move and every click in max i get an error sound and it won't let me do anything except when i press escape to try to render again and…
baking cylinders is a fools errand, Even if you make it look great it won't shade well when it LODs Bake the information to a plane and map it to the low res geometry - the mesh normals will take care of the rest. The bit in the middle is bakeable - the round bits you want to split off and treat as described above
SOLVED (it myself...) Alright... I had to re-uv the complete gauntlet in Zbrush. The subtools were merged with there separate uvs and that is what caused the problem. So, new uvs after merging. Gonna leave this here since I don't know how to delete a post, and maybe it helps another poor soul like me.…
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…
Over two hours 4096x4096 ambient occlusion bake in Marmoset Toolbag 3 with highest settings, but it was worth it. Sampling was 4x though. This is pure flat shading, and I'm in awe. :O I can't just believe this result. Suberb baker!!! The option to use floor occlusion is awesome too.
It looks like your uvs are simply distorted. How does the model look with the nm applied in "high quality" viewport mode? Or with a checkerboard texture on it? You see, the baker is going to account for any uv distortion, and distort the baked result accordingly, so it shows up straight on the mesh.