Hello, I am making a city scene in Unity and so far I have some trees next to a sidewalk. The shadows from the trees bakes flawlessly onto the sidewalk, yet they wont bake on to the road. Both models are static objects with the cast and receive shadows options checked. Any clue?
Hi, I am having some performance problems importing many hi poly meshes into 3D max to bake my models and tiling textures. I currently have many bricks, slabs and tiles of 200k to 400k polygons ready to be organized together and baked on models and flat planes as textures. But when I want to create a texture from say 20…
So all the other bakes are super fast and really great, but is there any way to speed the AO and the thickness? I am working on a character and right now these maps just take forever to bake, specifically the thickness map.
You can use it to batch bake using xnormal: http://www.froyok.fr/blog/2012-10-maya-froxnormal-0-6-an-xnormal-batcherexporter-for-maya You could also bake tga's with alpha maps, and make a quick action in photoshop to create a selection from alpha channel and apply as mask to get your baked part clean.
thanks okidoki Unfortunately they doesn't mention any issues I have. I found a few workaround on my own although. Support is still totally silent for some uncertain reason. Octane is still a champion when you need to tweak and render complex bioms using its cool GPU based scatter on surface nodes put in groups . If you…
I am making this squirrel and wanted to use the Fur modifier and do a render to texture bake but I am not sure if that is possible...any ideas? I just see these amazing results from the fur modifier and wanted to bake it onto a map.
SO had a look at the files and baked out a couple tests. Your low poly still had a couple modifiers in the stack. Generally I collapse the stack before baking out. After I did that the normals baked just fine. Here's a screen grab with 3-point shader Also a zip with two normal map sizes and the screen grab...…
Only if your bake is set up incorrectly should smoothing groups have an effect on your end result. If we follow these rules, the results should be the same with/without: A. Split uv chunks where hard edges/smoothing groups are B. Make sure projection cage is averaged Putting everything on 1 smoothing group may cause other…
I was trying to use the bake setting in substance painter, but then i ran into a problem. I was not getting my normal bake for the top side of my chest model. I have both of them overlapping each other in Maya in the same space. Here is image of the problem. I have been trying to change the max frontal distance and the max…
Yeah that what I thought at first too but apparently it's not, even view in UE4 eventhough it's barely visible.. When you bake normal based on UV ch1, but your UV ch2 arranged on different direction, it still showing slightly different normal direction there. I have no idea the technical issue behind this.. :neutral: Your…