The image on the left is the ray miss error i get when i bake a normal map. I have checked the cage it looks like it covers everything completely. Is there something obvious i am missing?
Guidelines like how should the model be UV Unwrapped and how should smoothing groups be assigned? I've tried many things but I cannot get a near-perfect normal map to bake
Does anyonehave any idea what is going on in Marmoset 2 and how to fix it? I've done normal flips, Set to Face in Maya, ec to fix this but nothing seems to rectify this. [IMG][/img]
After a grueling entire week of slaving on this ... the normal was baked clean in one fell swoop. I had done a clean bake on other projects before OK, but this gun was a nightmare ... definitely a study case in normal baking. In the end I did use 5 layers to bake and I needed them. Even after I had tested a lot with the…
Thanks a lot for your answers! Tried to delite MT and turn on "switch", bake on 2 and 3 subdivs, deleted lower subdives and reconstracted from the higher-and unfortunately haven’t succeed. Same count, no modifiers-just moved few vertices a little to the side. What confuses me is that meshes let to generate displacement. It…
Is there a way to have blended detail normal maps with a mask that has several different colors to differentiate where the different detail maps will blend together? If so, could you tell me what that is called within UE4/ a link to it in their documentation or a tutorial? Here's an example of kind of what I'm thinking:…
This ugly seam is appearing in my normals. I'm assuming its a UV issue but I cannot determine why this portion of my mesh has this weird flipped effect. Does anyone know how to resolve this? Using Blender to make my model. https://i.gyazo.com/925124fe9b9c8587a854bd0bceb26a2a.png
Hi, Forgive me if this is a noob question, but I AM a noob to Max materials, and wasn't able to google this. Also I hope this is the right site to ask at. (It's ultimately for a game, but it's a technique more for concept/pitch art...) I am rendering elements of a scene that I intend to bring into Photoshop. I would then…
Hi guys. Quick question for you: I'm still working out the kinks in my high poly to low poly baking. Generally, before I bake I average all my normals on the low poly mesh. But if I understand correctly, I should be making some edges hard? How do I know which edges should remain hard? And this has to be done before the…