So I've been into photogrammetry for a few years now and have been slowly upgrading my equipment to the point where I feel I'm ready to show off some of the results I've been getting. I got myself a color checker a few months ago and definitely realized that was the missing puzzle peace. Now all my scans can be blended…
That's fun! For a Shell ID, you could assign a colored material or grayscale value to each set of faces in that UV shell in any 3d app, and bake them to a texture there or in xNormal. It's common to bake out a Material ID for masking purposes during texturing. You didn't mention the UV edge part in the first post, but that…
Hello everyone! (It's my first post, so hope it isn't a trvial one and I'm in the right section) I've been looking at other posts about this topic; however, I'm still wondering really how much is it too much polys? For example, I've got a 23k tris base mesh and have subdivided until it eventually had 30mil points (in…
Hello dear users So as I Bake I see some extra useless details on my object, How can I get rid of them?(It's really tricky to modify and fix it in Photoshop! especially with Normal Map) Though I've already painted skew, same with offset, And set different min offset and max offset, But I just get different results with…
Question. Not sure but having some trouble with this recently. Normally I would use 1 mesh 1 smoothing group in order to bake off bevels. After this test though I may need to completely rethink this. I did a test mesh and did some bevels on it with a fillet. The high poly is on the right and the lo poly is on the left.…
I have a full time job at a bakery, wake up 4am about 40 hours a week. For the past couple of years i'v been wanting to get a job in the industry and i'm really pushing hard but it's very difficult since working as a baker is quite tough physically. Main problem is that when i get home and want to make art, i'm so tired…
And just to drive this point home: There is nothing wrong with your initial bake. The normal map does exactly what it's supposed to do. Weighted vertex normals are more elegant in a way, can probably be compressed better and will show less errors with discrepancies between baker and real time rendering solution, but there…
Thanks @zachagreg i really appreciate it! Baked the barrels. I used 32 sides cylinders to get crisp normals at all angles: I managed to get a nice fused effect without having to merge the meshes and connect the vertices: This is the low on top of the high poly. I just made sure that they share the same name (so that the…
When you export the OBJ file from zbrush it should say "exporting OBJ with polypaint" at the top of the screen. This is where the colors in substance painter comes from. Also when you bake maps in substance painter click on the map called ID in the baker dialog. This should have two drop downs. The top one should be set…
Are those of you having issues with overlapped UV's moving the duplicate UV's once over in the UV space? Visible UV space runs 0-1. You want to simply move any single instance of an overlapping island 1 UV unit over so it is still in the same coordinates when the game reads it, but the baker will only see the island in the…