Hey, I'm new to Mari (great software though haha!). I'm having some odd issues when baking my projection down to my mesh. After projecting, I hit 'Alt' and the bake buffer starts working but then once its finished it seems to only bake a certain part of the projection. Almost like it bakes a part and then 'Undo's' the rest…
HiHow can I bake volumetric? I tried do bake it as albedo using combine baking but the result is really flat. Just a fast showcase how it looks without baking
Is it ok to bake a section of a model that you will rotate instances around after you bake, and weld the verts of these instances? Let's say you have a 32 sided sphere. you only want to worry about 1/8 of it to bake. you bake that 1/8, rotate copies and then weld the copies. Is this the same thing as editing the geo after…
I'm baking complex objects in Maya using Transfer maps. I have the high poly model (A smoothed high res model) of a bag that I'm trying to bake down to lower res. What's the best way to organize and do this? I guess I bake it in pieces too? Should I just make the whole low poly as I think it should be around the high, lay…
Hello guys, Autodesk have removed mental ray from 3dsmax and with that removed baking options such as: -Ambient Occlusion (Baking skybox with scanline is way to slow) -Any cool light bouncing (Using final gather) -High poly models baking (Scanline is super slow) Arnold doesn´t have any baking option. Everything need to be…
Hello everyone, I am experiencing difficulties with the normal map baking process in Substance Painter and I would like to seek your assistance in finding a solution. I have followed all the necessary steps to import an FBX file from ZBrush and perform the high-poly to low-poly mesh bake in Substance Painter. However,…
Hey guys. I have some issue with my baking results and I hope you can help me. Here is my HP. I wanna bake this 2 lines around hp to my lp Here is my lp UV Marmoset baking result So MV fixed (triangulated) my ngons and I discovered that triangulation affects on my baking result. First image has a pretty strong distortion…
There's a few things you'll probably want to do to prevent the warping in the bake I'm seeing here. 1) You'll want to make hard edges/smoothing groups for each uv island. I use 3ds max and have a script that does that automatically. 2) You'll want to make a cage for your mesh that encapsulates the entirety of the high…
Hey there! I would like to achieve the same nicely rounded edges if i'm baking with Marmoset Toolbag (4) If i bake it with SP it looks good, but yeah i can't skew the normals in SP, so i need a MT solution please. Both shots are from UE. Thank You for the answers in advance!
The normal map baker in Maya has nothing to do with mental ray as far as I know so you wouldn't see any benefits either way. The ao baking is supposedly multithreaded as it uses mental ray to generate, but it is unusably slow. Have you tried lowering the settings in the normal map bake, I've found upping the settings yield…