Hi all, something is wrong with baked map preview under maps where I press it next to the map type and the AO or Normal etc will flash on and off for a half second. I cant get the preview to stay. Sometimes it works and sometime not. Any ideas why this is? I have been having heaps of issues with baking from marmoset that…
I could use some assistance with baking maps and figuring out what I'm doing wrong on my bake because the AO map is kinda bad in my opinion. Please share thoughts of any kind to help me prep the best maps I possibly can to then texture in SP2. I'm also having a bit of trouble figuring out why when I paint on certain parts…
...which makes no sense in tangent space with both the normal and UVs smoothed. It worked properly for some time and just started going full retard on me. I've been laying out the UVs for this particular model after the fact through UV layout. Here's the particular workflow for it (worked twice and the third started…
Hello there! I am a student who is about to finish my 3d modeling course and I am preparing my portfolio for a game company. So.. I'm having trouble in understanding how a low poly model (with different pieces/parts) can be baked to the high poly using the projection modifier. How do I make sure that the different parts of…
Check you geo doesn't have double polygons i.e. one triangle laying over another one on same vertexes, unlikely in 3d max but could happen in other packages. Also make sure you don't have randomly flipped normals . Try to bake in other soft : Xnormal or Blender for example. If you have same issue it would indicate you have…
I've been using SP2.5 for ages now... and just recently it's turned around to me and started messing with my baking... I'm getting this issue when I bake my normal maps on hard edges it's almost like my UV islands weren't split... or to better explain it if I bake a simple cube, all my edges come out looking like Average…
I'm having a particular issue with a bake I'm trying in XNormal. Here is what I'm trying to bake to a flat plane: When XNormals started misbehaving, I did a low-res bake in Textools just to make sure the normals I was working with were okay. For reference, here's what it gave: So far, so good. I then export to fbx format…
@ant1fact Yes, cage is not needed in this workflow. Strange. I've been exclusively baking with SP for 18 months and 'compute per-fragment' has never not been on by default. :) @Nerdicon3000 Here's a description of the workflow: - Low and high silhouette matching closely - single smoothing group(no UV/SG splits or cage…
We don't get dual lightmaps in Free :P That's blending between baked lightmaps and dynamic lighting based on distance. But yes, you should be able to bake AO. You'd have to set up a custom shader if you want an AO map and a lightmap, though. Perhaps do it in another app and bake it to the vertex colour? Would be a little…
I'm currently modelled a few Japanese props, but they're simple assets made from wood so I don't know if I should make a high poly version first then bake to low. I made this lamp and realized it's going to be quite blocky, even though it is made of wood. But it's very difficult to bevel most of the edges, especially while…