Are you using the same material across both the highpoly and the lowpoly mesh (with the normalmap you're baking to active)? This has caused that problem for me in the past with a similar message. It occurs bacause Blender then needs to both read and write to the texture at the same time, which results in a feedback loop.…
Bit of a basic question, But I assume you've frozen transforms before exporting, And turned off two sided lighting to check for any flipped faces or goofy normals? If the problem persists i would try exporting as an OBJ. Then import it back into maya. Then out as an FBX. Or possibly the FBX converter I've heard about a few…
When I was using 3DSMax to bake for Unreal Engine 4, back before they added mikkTspace tangents, I would unwrap my model and not worry about smoothing groups. Once I had my UVs packed, I would use texTools "smoothing groups from UV shells", which puts UV islands on separate smoothing groups. It was a decent workaround. I…
hard edges do effect your normal map and also you get visible hard edges/seams,even if you are using average projection mesh. Here is an example: low poly model all hard edges and high poly model http://s1287.photobucket.com/albums/a624/rahulcamma/?action=view¤t=geo_zpsf5e8f937.jpg Normal Map baked in maya using…
Hey guys been seeing a lot of baking questions. I would share a doc I made to help my team clear up confusion in the baking process and all the variables you have to think about. After years of baking I'm sure everyone has their process, but i found this to be the most efficient at teaching new bakers the best way to…
I read the hole page, I want to be sure in some points : if using sync workflow, no need to add hard edge just 1 smoothing group. I bake this model : one hard edge the other using 1 smoothing group.\ the left one is the hard edge the result is clean ,the right one with one smoothing group it give me artifact result . is it…
I could use some advice with this problem I'm having. Getting ready to UV this Deagle model, and I'm consistently having problems with these tight little areas, I can't quite figure out how to smooth them correctly for baking, while still having it somewhat simple to UV. The area I'm specifically having trouble with is…
Hi guys, I normally always try to find out by myself what the problem is, but here I have difficulty with addressing it, I am also not sure which program is making this. so here is my UV map, I moved object to Zbrush and modelled it and then start texturing it in 3DCoat. As I painted all and thought all is going fine, I…
A lot of useful info in this thread! I do have a question here. I don't have model with myself here, but i will try to describe what the model looked like and what was the problem. Take a look at this garbage container: http://wakelydisposals.com/ESW/Images/IMG_0005.JPG?xcache=2216 I was doing something similar to this.…
I think for character work the benefits are less, and generally speaking for soft organics I wouldn't really bother. If you've got LODs sometimes the seams can worse if you harden the seam edge on a cylinder, so for something like the seam on an arm I wouldn't do it(though you won't get a visible hard edge in game, dunno…