This is probably because you baked only half the model. When you delete the other half, the vertex normals along the hole will bend towards the hole a bit, because there are no faces on the other side to average with. Re-mirror the mesh, welding the verts along the seam. Then select the mirrored UVs and move them exactly 1…
Hello I tried to bake AO with the default settings and it yielded strange results. it gives some dark spots as shown in the images. The only thing I changed is to "use low poly mesh as high poly" and size to 2048. Ps. I'm only using a high poly mesh (around 1 million points), as I couldn't find a nice way to obtain a low…
Ok I'm really confused, I recently found that you can convert a diffuse map into greyscale and then convert that into a normal map. This seems too easy, but it does seem to work most of the time. Is this what people do in the industry or should you always bake from a higher poly?
I keep getting this error, I have latest GFX card installed. Purchased ToolBag3 this morning and it keeps happening within 2-10 minutes of using it, about 10 times now. I've tried setting to baker to 'responsive', not that I'm doing any baking. Even just looking around at a cylinder with materials applied causes it to…
Hello, i seem to have a problem with baking a normal map in Maya. I've followed the steps in several tutorials but i still seem to be having a problem (shown in the image attached). The two models fit exactly into eachother (with the exception of the wavy thing in the middle of each blade, which is the only different thing…
Hello! So my point is to make tile-able materials, I have a workflow in mind, but I don't really know if it is possible. I don't even know if it has a name? Lets say I have PBR assets ready, I want to place them all over my (to be tileable in the future) plane. Then I want to re-bake all those assets that I dropped on the…
I'm modelling playgrounds for UE4 and am not doing low-poly / high-poly bake workflow. Mainly because it's not needed for a lot of models and these models will be used for VR. The playground is separated into components. A playground can have between 10 - 30 components in it. So what is a good polycount I should aim for?…
Hi, i created a terrain in Blender which i would like to use in Unity. I don't want to use Unity's Enlighten for lighting so i baked all the stuff (diffuse, lightmap, ao, etc...) into a single texture using Blender. After importing this to Unity the results are quite dissapointing - texture is blurry and pixelated and is…
I was wondering if someone could help me out. Please excuse if this question is a lot, just many questions on my mind. This question sorta falls in the middle with 3d and substance painter. I been following the tutorial and reading but I'm confused on something. I notice about the high poly to low poly way to do it in…
You can import the bitmaps as resources and plug them into any input of a filter. Assuming the sums work out it'd be pretty straightforward to build a filter that generated your results and pumped them into the normal channel I'm not 100% sure world space direction and tangents are the same. I think it's the normal from…