@Jumbee "I find it easier to use a bevel modifier on my low poly to make the edges smoother and bake it that way. That way I can just turn off the bevel modifier and i have an instant low poly, or turn it on to have high poly." Interesting baking with an active modifier stack? afaik they must be collapsed beforehand, well…
We had a company meeting last night to go over feedback from the contest. Here is a list of what people can expect in the next release, in order of priority: 1) Curvature map changes- use smooth normals from highpoly and making settings automated. Curvature maps should be effortless and work well on low density high…
Currently I use Marmoset 3 for baking some complex objects with a lot of details. Sometimes I just detach some block, and bake it separately and then combine normals in Photoshop. Can you add an option to specify padding size, like Painter did? Because current padding settings are almost useless for my situation.
It's weird Painter still doesn't have easy fix for this . Designer baker has "skew " mask option for example . You also can project base box UV on the floating geo ( if it's one sided ), bake object space normal map and re-bake it to tangent space in any 3d package. Sometimes helps with complex things.
I did some further research into this. It's essentially a Gaussian blur. It's not content aware, so it blurs everything indiscriminately and can cause problems with seams if you have a seam that cuts through anything with detail. If your seam is on an empty or relatively detail-less area, you probably won't notice any…
Hi! Does Painter give any warnings? From the baked texture it looks like just one element was baked and the padding is flowing over to other islands. Do the high and low-poly meshes line up in the baker preview? In your description you write of prefix, I'm used to identify by suffix (as is the default ). If meshes can't be…
Also it would greatly speed up your baking to use a GPU accelerated baker, like Toolbag https://marmoset.co/toolbag/baking/ or Knald https://www.knaldtech.com/knald/ or Substance https://helpx.adobe.com/substance-3d-bake/features/gpu-raytracing.html. As far as I know Xnormal doesn’t use the GPU, it’s only a CPU baker,…
I know there a few excellent ones already out there like MightBake and Knald :) I wanted to out of personal curiousity and learning experience to try work on my own. I'm having trouble finding technical information on how to approach programming such a software. Most results are about an overview of the process intended…
I have a model in marmoset broken into different bakers to bake to 3 different texture sets, and I want to bake AO. My question is, can I get objects in separate bakers to occlude one aother? If so how do I go about setting that up?
tbh the issues in first post look like a triangulation mismatch between baker and renderer to me. put that turn to poly limited to 3 on top of your stack and use that to bake and rendering (in engine, or max) and as long as the tangentspace is synced (ie. MikkT) it should not happen like that. its a bit odd as it looks…