fwiw I don't think unity is currently synced up with ANY normal map generation technique, and I mean techniques like the baker or shader calculating the tangent space, rather than adding or removing edges. Generally you don't bake a normal map again for a lod as there's not usually enough texture memory and it's far enough…
Faogen has been around since 2007 if I recall which is when I had the first chance to use. It was the best AO baker I used at the time. Though when Topogun came to popularity. I had to use that. Just because the quality and look of AO bakes were better suited for textures than that of xnormal or anything else. Cool to see…
Oh, Maya is much much slower with higher sampling quality, and there's little improvement from Low to High. If you really need to use Maya you can try baking at double size with Low setting and resizing down; or at least use Medium setting. The fastest option is an external baker like xNormal - at 4K it can finish in 5…
You need a synched baker to your renderer as well, so all that talk of 'what is better for me' is all for naught if nothing uses the same math as the other. Many peeps are moving to XNormal for baking since it's faster and the math for the Normals is open, unlike some other software. But again, since nothing is synched,…
it's probably catching the top of the handle below the handguard. Try reducing projection distances in the baker. You could also try using absolute projection distances rather than proportions of the bounding volume - with objects that are very non-square like this the porportional distances can be troublesome if that…
Well, on the base mesh all the high res meshes are projected as sources, so the patch will also project. If the highres patch was a tall cylinder for example, it will project, but be cut depending on the cage distance (or ray projection distance). So it isn't a technical issue. You can export a high res of everything but…
quick tech question, how do I do the displacement map / matcap baking described in this video http://www.3dm3.com/tutorials/zbrush/baking/ in zb3 r3, I was following the tutorial but zb wasnt doing the same things for me as it was the tutorial maker because of the different versions, was the workflow for doing this reduced…
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Low poly vert normals are meaningful, that's why they are called tangent space normal maps, the surface normals of the model directly effect the bake. Artists mostly use cages to avoid projection errors, such as skewing from projection errors or preventing the baker from looking at an overlapping piece of geometry instead…
No expert but till someone expert in the area appears. Also a good idea to mention what app/baker you are using. 1/ Make sure none of your components are adjacent. Adjacent objects cause casting errors. If so separate objects into sets, or use a cage. 2/ Check your ray casting distance and mess with it. 3/If there is a…