EQ, I understand a fair amount of the information in this thread, but what confuses me at this point is the best method to build the cage, and what is or is not a reasonable tweak to make manually to it. And when to adjust the cage to get a better bake. At the moment I just "Inflate" the mesh, so to speak, and use it. For…
Here's a bake I just tried on the back of reading through this whole thread. This is very inspirational stuff! Enjoying learning more about the theory. I don't pretend to be able to follow all of what you guys say, but it's beginning to make some form of sense to me, and I really would like to become well versed in this…
The smoothing on your low and your high will be mostly different. Smoothing on the low is to make sure the normal map bakes correctly. A rule of thumb for the low is that anywhere you have harsh angles, generally greater then 70°, you should break your smoothing but there are a ton of caveats to that. As for unwrapping,…
So the stretching occurs because as you can see those polygons are not perfectly square on your model. Therefore when you make them perfectly square on your UV layout it will stretch the texture. If you don't want stretching the most accurate layout would be closer to what you had before. To alleviate some of the…
Hello, i modeled a car some time ago. Now i am trying to bake down the normal map to the lowpoly but run into several problems. My software pipeline is Cinema4d (Model/UV), Substance Painter (Baking), Unity (Target). I already got decent results with other models ( i am not sure if my workflow is completeley synced because…
Ty so much for the info. I used to do all my baking using the method A in the first post. Of course, hard surfaces came out fubar. Right now, I'm using the " C: Hard edges at uv seams, "Explicit mesh normals" projection" and my results are much better, but I cannot use the B: Hard edges at uv seams, "Averaged projection…
Hello, everyone! Think I'd better ask it here, then open a new tread. So I'm trying to make my first bake, nothing special for the beginning, just a cube, but I'm already stuck and puzzled with it. Sorry, for newbie questions in advance.-) So I have a cube and bake normals in tangent space. As far as I understand, they…
I have a problem that I run into when creating a my encasing lowpoly/cage over multiple highpoly objects. Well the issue is about angles no matter the highpoly involved I guess. So here we go: So as the two main shapes joins I get this "star" corner as seen in the image above. When pushing out a cage in this case will end…
From what I understand you want to always use an Average Projection. What this means for xnormal is you need to export a cage. Theres another alternative to that within xnormal but I'm spacing on it. Its a really easy alternative. The reason why you want to use an Average Projection is because the cage will ignore any hard…
Hey guys been seeing a lot of baking questions. I would share a doc I made to help my team clear up confusion in the baking process and all the variables you have to think about. After years of baking I'm sure everyone has their process, but i found this to be the most efficient at teaching new bakers the best way to…