I'm having issues with my Ambient occlusion bake for my model. So the textures from the stacked assets are baking on to each other. For example, my horns textures are baking onto my skull, and the skill and stretched leather are baking onto my book cover. I'm using marmoset toolbag to do this but I've attempted this with…
Hi guys, I have a problems with bake by name mesh in substance painter. The bake work properly for every piece, except for 2 pieces, I really don't understand. If i bake only these 2 pieces everything work, but when i bake all the pieces not work. I already check the name between the low and high poly. Have you some…
Hi, I am practicing modelling/baking and I've been having this question that I cannot really find an answer. Is there any way that I can bake a single low poly from a high poly with multiple parts? I've done baking 'bake by name' in substance painter. But as I'm constructing quite a large space this time, I wanted to…
Thanks again for interesting links. That last video is one that made me focused on Houdini for some time again last year. Problem is that most of those example show things that is basically easier to do elsewhere. For example I use Terragen. It's also node based but still have a bunch of quick tools, that can do all the…
the workflow of making a "manual" lightmap-uv is fine. the "all code" solution prof means, basically unwraps geometry for you and tries to create huge uv charts for the lightmap. As we all know manual unwrapping cant be beaten, this is better if you have more organic/generic models. The automatic lightmappers mostly came…
The yellowish color is either inverted normals, or the normal map baker finding the backside of a surface that happens to be closer than your intended target. Generally when you have a group of subobjects such as the shelves, it helps to do an 'exploded' bake. You'd take each of the high and low poly models, and move them…
Yes, harden/soften edges is the same as smoothing groups. And they are critical for a proper bake. Here is a good rundown of how shading affects normal baking by Alec Moody: https://www.youtube.com/watch?v=m-6Yu-nTbUU As for the low poly. Your topology is very important for a proper bake. If your baker is synched to your…
Hello, What would be the best (easiest) way to align high poly and low poly meshes for baking in substance painter? My workflow so far goes like this: 1. Create base low poly model in 3ds max 2. Import LP mesh to Zbrush. Dynamesh -> Sculpt details -> Decimate -> Export (fbx) to 3ds max. 3. Import HP export to same scene…
Forget using vertex colours in Max to bake, just bake out a lightmap in Maya mental ray, then apply using verious blend modes to get what you want in photoshop. 1. put some lights in the scene that cast shadows 2. uv map your model in the 0-1 range, if you have overlapping uv's move those uv's out of the 0-1 range for the…
Rebaking normals from the low, if your normals are synced up properly isn't a bad idea. You're more likely to have all of the details line up if you bake normals, diffuse, spec, and gloss from the lowpoly than if you bake the normals from the high (you may get projection skewing/errors with a lower resolution third person…