Hey guys, I've been using xnormal for some of my bakes lately and all seems well until i encountered a few problems regarding on this particular mesh, what bothered me is this little gap when i try to bake from xnormal as shown below. I use maya and I've tried softening the normals, flipped the normal's face along with the…
I have a few questions on baking normals. What are some guidelines I should follow when baking normals?? Here I have a low poly followed by a high poly. I want to bake the the high poly detail onto the low. I have baked a normal map in 3ds max before but I indeed had some issues that I had to paint over. What I want is to…
Hi guys! Got a question about baking occlusion maps in Painter; i'm used to using xNormal for baking, and i wanted to give Substance a go since the match naming option is really helpful (and overall, the baking process is more efficient). However, i usually use an hemisphere to get better light info (mentioned here) (since…
need to bake some vert lighting into a model, but its coming out way darker in vert colours than it appears in the viewport. my experience with max vert baking is that the vert colours should bake pretty much how you see it in the viewport, but these are coming out much darker than the 'use all lights' preview is showing…
I thought that everyone uses the sub-surface or some kind of turbo smooth on their low poly mesh to get it extremely high poly and smooth. And then bakes that right down to the low poly. So I built a low poly gun, applied the sub-surface that divides and smooths it, but when I bake, it is garbage. I've tried blender and…
So I'm having trouble with baking. If I have two tileable textures, one a stone wall and one a wood floor, and apply it to a mesh I can bake those two textures onto the same diffuse map(blender). Where I'm confused is what to do with the normals. If the stone wall has a normal map and the wood floor has a normal map can I…
Hello. I would like to ask You about some good tutorials about baking normal maps and ao maps. I know that I have google and YT but my experience with tutorials that I found by myself looks like this: Type 1: Look ! Here is cube, and here is cube with chamfer aaaand We created perfect normal map ! Type 2: Look ! Here is…
So I'm still relatively new, and I wanted to ask in terms of baking AO, are people using the bake straight out of xnormal? What modifications are they using? Also here's the bake I'm looking at right now, but it seems... dark...
Playing around with baking in 3ds max and Xnormal and noticed some big differences between them. For some reason 3ds max bake give much worse results than Xnormal's... Skewed details, shading artifacts. Both are viewed in Marmoset with proper tangent spaces and baked with the same cage. Is there something wrong I did with…
The reason you have to offset them is because of a limitation imposed by the texture baking process. The 3d program looks at it as oh here are the uvs, here is the normals information from the model, in your case then bakes that information depending on your the uvs are. It doesn't care about anything, in other words the…