Hi all Been trying to bake this door for about an hour now and still cannot get it to bake properly. As you can see I have separated the elements and even elements which don't have anything to bake onto them have problems????? Any ideas??? (Ray Mist is on to help show problems)
I've had this problem for a long while and it's driving me crazy. They are always 1x1 pixel big no matter the output size of the map. I don't know if they're ray misses or the sampling for that pixel misses the model and hits what's behind it. It's also quite random. Sometimes it happens and sometimes it doesn't which…
I am trying to work out a work flow for decals and I have recently bought an olympus xz-1 for close shots (the super macro is sick on this cam btw) of rust, deep cracks and the likes to use on my models. I could use mudbox but I am wondering what is the best way to approach it. example decal:
I'm having this weird issue when I bake out my maps with this piece geo, I get this weird jagged, waviness. Now from what I can tell everything's straight in the high poly, but there are no faces on the inside part of the low poly. Google hasn't helped me, so hopefully you guys can.
Hi all! I'm writing you all trying to find and to establish some standardized terms for the already popular real-time architecture visualization. I'm a developer (with UE4) on this field and, sometimes, customers ask or talk me about 'virtual' projects, and many other ‘virtual’ or ‘cool’ words, but almost no one coincide…
Hey, first time with Substance Painter and once of first attempts of baking maps. Meshes done in Maya. Has anyone got any idea what to change/where to look to fix this problem? Part of the bell was baked nicely, although most of it wasn't. I have match by name enabled, tried different distance settings, but it doesnt…
First build small developments. http://youtu.be/gIdTGwW2OFc You can see and try! http://vk.com/doc199805698_340695901 Also, very much like to hear your opinions and reviews
Update! The normal map. This is the area i'm least confident at, and so it's taken me a while to get it to this stage. Along the way i've encountered multiple problems: the Spikes on the model were a real pain to unwrap, but now im happy with how they are laid out on the UVs. I used Xnormal to create the normal map but…