How come I get a weird alpha channel in my TGA files when baking maps like AO, curvature and normals? Sample -and ray count seem to affect it. The picture below is with 4 samples and 512 ray count. If I change it to 1 sample and 64 ray count the alpha channel comes out solid white.
Here is an image of what's going on when I try to bake in substance painter. Here are some images of the issue area but it seems to be on most of my edges of the whole model.
This may be perfectly normal but is there anything I'm doing wrong when trying to get a good bake of a cylinder? In the image, you can see where the low poly is still visible because it's outstretching the high poly detail. Is there any way to avoid this without increasing the poly count of the low poly cylinder?
Hey guys ive got a problem and im sorry if this isnt the right board to post it on but not sure where else i can get help every time i try to batch bake a AO pass on my objects maya just gives me an error message dont have a clue what to do mental ray for Maya 2015 mental ray: version 3.12.1.16, May 6 2014, revision 219245…
I have a low poly model that isn't reading the information from a high poly model. The pieces I refer to are detached to the element of the core high poly model. These areas are the only parts that are showing up in red. Everything else looks great. I've checked the normals, they are fine. I've checked to see if the…
The ease of setting up custom hotkeys should be a selling feature by its own. Senecas scripts are invaluable, I often try to figure out how to do something and find that he already made a script for it. Baking normals is fast and easy with Modos baker so no need to export anything :smile: Have fun
Hello, i have a problem with baking the texture maps in xNormal, it looks like xNormal is ignoring some faces completely. Maybe someone has another idea what the problem could be i already tried everything i could think of. Thank you, in advance.
I was wondering if there is a good way to bake in the detail from a high res model to low poly one. I'm not refering to normal mapping. Let say you model a hi poly tank, with the intention of using it to generate the texture of a low poly model. You take the time to model the bevels so it catches the highlights and all…
Hey guys just had a quick question. What's the best way to go about baking a high poly sci-fi panel like this into a flat 2d texture so I can use to tile my scene? Do I just slap a flat 2d plane on it and then go about the same way I would with any other high poly to low poly process with a cage, etc? or is there something…
Hey, all. I'm having some interesting problems with baking normal maps. I'm getting a weird effect where Maya renders the normal maps with strange black lines through it. Uvs are here Normal map generated by Maya is here Maya Scene is here The UVs were generated by using Automatic Mapping. I wanted to make sure it wasn't…