Alternatively try this neat cuda accelerated AO -> vertex channels baker, it does regular vertex color or vertex alpha and it is close to instantaneous on most meshes. http://www.zhangy.com/main/blog/id/22 (that is ofcourse if ao is what you are wanting to bake)
[ QUOTE ] "joined double-half bake" = ? What tool are you using the bake the normalmap with, and how are you getting the model into UE3? I'm wondering if UE3 is using the vertex tangent/bitangent data from the normalmap baker. If you're using UE3's own baker tool, then I'd guess that it's using the tangents. I've never…
It's done deliberately to reduce mipping artefacts when you are viewing from a distance What you're showing here is the opposite - your texel rate is too low for the screen pixel rate and you're getting filtering artefacts as the GPU scales the texture up. I'm not sure what you're viewing the examples in - I would…
(My English is not very good)…When performing hard surface normal baking, this issue often arises: strange fine ridges appear along the low-poly topology. How to fix it?
The gradients you see here are the normal map trying to compensate for the vertex normals/smoothing of the lowpoly model. This isn't a bad thing persay, its exactly what you should expect to see. Though if your baker isn't synced with your renderer, you will get smoothing errors with this sort of thing. You can try setting…
I'm currently working on a car model and am at the stages of baking and doing the materials. However, I've run into an issue when baking the low and high poly models. The material is a bit distorted and there are some black speckles around sharp angled edges. With that in mind, I figured it was something to do with the…
This may be a really silly question but why bake outside maya for maya? What is the benefit? I would be really happy for not too deep answer but still something to grasp on? is this for creating lightweight animation assets for faster renderings in maya? Is the baker in marmoset way better and faster than the one in maya?
If you insist on baking in blender, take a look into exploding meshes. It'll solve your issue where you can have all your seperate elements far apart from eachother, allowing you to have a higher ray cast amount without bleeding onto other objects. This process is solved by most bakers allowing you to isolate your meshes…