I'm currently having problems with baking in Toolbag 3. In the images below, I have a model which should have straight and uniform normals, based off the floating geometry in the high-poly model, however, the result of the baking process is wonky normals which definitely aren't straight. This model was brought into Toolbag…
My general workflow with Maya is this: - Use Transfer Maps tool with good envelopes for my normal map bake. I just always seem to get better results with Maya, and I always try to eliminate as many import-export processes with baked normals as possible. Less chance of tangent basis issues, even if the apps are supposed to…
The smoothing errors you got were because you didn't triangulate, you said something about max using a triangulated version when baking, the thing is, your mesh is always triangulated under the hood, even if you use quads, they are just not set and can change the Triangle direction (since a quad can be split in two…
Really struggling to bake a curvature map on a fairly simple model as a test without getting hard-to-understand behavior around UV seams. If I zoom in on the area right in the middle... There's this hard seam, most notable on the corner, where the curvature map goes from nearly white to darker than the surrounding area,…
As requested from Artquest (but i hope it will be usefull to many other people) i decided to do a mini tutorial (better to call it "a bunch of tips") to explain my baking workflow. There isn't really anything more than the things that someone who bake low poly models should already know. Anyway, let's get started. Image A:…
Hi guys,Trying to bake a circular nut. However, after baking the edges are still not circular. What can I do to make the shape more circular? I have tried searching the forums and read a lot but still confused. Low poly: High poly: Substance painter bake settings: Results after baking:
I'm reworking a project since I wasn't satisfied with some of the parts of my Scorpio model (please shoot me) and I'm finally at a point where I'm baking within Substance Painter. Today I decided to work on my model's arm. For some reason when I bake within Substance Painter, I get a result which looks like a smoothed…
Hey all, Recently making the transition from 3ds Max to Maya. So far so good, except how horrible my renders are coming out (normals). I've tried using Turtle but I don't think I can "bake" properly as I'm not using LT and the bake button isn't anywhere to be found, I've tried rendering by hitting the Clapperboard but I'm…
Hello, I was hoping i could get some answers in here; I was watching this livestream : https://www.youtube.com/watch?v=F-AFNe-gtZg&t=490s&ab_channel=JaredChavez min 3:43 and for the baking he's only using one low poly mesh, yet he has multiple high polys for the baking, How does this work? Shouldn't there be the same…
Hi Polycount users I have some basic baking problems, maybe someone can help me out here. I have a very simple baisc mesh, 1. LP 2.HP 3.Cage, everyhing is created and looks the way it should. But for some reasons i can't smooth my hard edges on my LP the way it looks on the HP. After baking the normal map in Substance…