Your NM artifacts is your projecting rays in search for hi-res target going too far away and make details reflecting in each other like in mirror. And since Painter does set the distance as a value/ a share of some cubical bounding box around it's always a problem for something long and stretched. Typical workaround is…
For the record : you are overcomplicating the process as there is no need to rely on vertex colors to bake out an ID map. In order to bake such a map in Xnormal, export out parts of your highpoly as separate OBJ and FBX files and tick "Bake base texture" for output. Enable "Write Object ID if no texture" in the options.…
Lit map is bake from lighting the environment with light so the have "light side that facing the light source" and the opposite "shaded side" But when I want to make Lit map for human character I don't want directional light but i want some kind of "form defining light" like this picture : It's from Hogarth. He said in one…
Hello all, I wanted to share a Houdini OTL asset I've made and am testing out for the beta release. It also needs Substance Designer. The FREE VERSION OF HOUDINI (Apprentice) works FINE with this and the hair system isn't too hard to learn in 20 minutes. "https://www.psynema.com/houdini-procedural-hair-cards-game-meshes/"…
First you need to take in account the mirrored UVs, so when you bake i assume you bake the half of the object or either move the mirrored UVs aside... as Emanuel_palalic said go ahead and put some padding in your bake and most importantly check your export option (on the model you are applying the normal map to) for fbx…
I hate cages too. And I have not noticed marmoset does it any different. But I am not sure, haven't used it much. I myself just have all vertex normals up in such case. it helps with lods too. And I keep same UV on hires model. Then I just have a material in Blender where input geometry node normals have been *0,5+0,5, for…
I'm baking some shading for a project and saw that GI, shadows and local reflections among other things wasn't part of the baker. Any plans on adding this? And if it's in the making, do you need a beta tester? ;)
Hi! Props for attaching files :-B Taking a look at the lowpoly, I'd say with beveled edges and the resulting mesh shading, hard edges become redundant. While hard edges need UV splits (when baking a normal map), not every edge along a UV split needs to be shaded hard. I would use use hard edges deliberately in places where…
If for anyone the padding option isn't changing the padding on the baked maps, check if it's the fault of a ground plane you might have imported. I was just doing some low-to-low AO baking and using a ground plane for shadow casting, but the plane that was perfectly filling the UV space (not directly visible) prevented any…
No, not even paint it. Just put a different coloured object behind it - make the outer mesh pure red "255 0 0" and the inner mesh pure green "0 255 0", and bake a colour map. Then you can just CTRL-click the appropriate channel in Photoshop and get a perfect selection in one go. I always bake out selection masks based on…