Having neglected PBR for some time, i finally want to have some practice with it. And the same time I want to get more experienced with highpoly/lowpoly modelling + normal map baking so I thought making some small props could help me with this. For now, i'm fond of making retro/vintage kitchen apparal but maybe i will also…
Thats a not so good practice because of multiple reasons, even though it could possibly work in some rare cases, but it would usually lead to other artifacts. First of all, the shading of the lowpoly (vertex normals) is taken into account when the normal map is baked. This is why sometimes you see triangulation lines or…
Seems like something got messed up on import of lowpoly meshes in toolbag 3. At least that is what I assume. I have a mesh that i half expected to fail in some areas as its a bit funky and has a few mean angles going on. So I was not overly surprised that issues popped up. But i was surprised that they popped up on a lot…
Coming from substance too older methods of baking is very jarring but i cant use substance anymore and Xnormals is not doing the job, i was wondering if there are any sort of "bake by name" or way to bake too the same map object by object so the transfer does not take from the surrounding meshes when being baked? Currently…
Hey guys, I think I got myself into a pinch... I made the lips a separate UV shell than the surrounding mouth (didn't feel like fighting UV Layout at the time :( ) and I'm not sure how to work out the kink it's causing without redoing all my sculpting. I'm fairly new to ZBrush, so any sage advice on tools or methodology…
Honestly I'd recommend keeping the whole gun on a single texture sheet. If you need it to be high resolution then bake it out at 4096 * 4096 - if this is for games in particular then I think anything higher might be unnecessary? When you bake the Ambient Occlusion/Shadow map for the Larger main body sub-object add all…
Once Turtle is enabled change render type to Baking, then under Baking tab->Target Surfaces you can set up your usual high and low meshes, including envelopes. In Maya, Turtle will bake textures to the standard render view. So under Texture Bake Settings, check "Save to Render View" then kick off a render when you are…
A. you need to make sure you offset your uvs EXACTLY one unit, if you do .999 or something it wont line up correctly. B. Triangulation can be an issue. You may need to triangulate your mesh and make sure both sides have the exact same topology before baking. You can run into problems if your "invisible edges" aren't…
I bake my normals using the exploded method to a object/world space* normal map. I then convert that to a tangent space after final low poly optimization and collapse the model back together for painting via substance/ddo. My question is can I use the world/object space normal map in my material makers world/object space…
Hey all, I'm pretty new at baking models here, and I'm having trouble to where the seams are really showing through my normal map...is there a way to where I can paint over the seams to make it look as seamless as possible, or should I try attaching the UV's together to make it seamless Thanks!!