How are you baking it? A quick Google for "matcap bake" turned up this... http://www.zbrushcentral.com/showthread.php?170886-MatCap-Baker!-unofficial-Information-Installation
So I'm finally getting round to coming up with some ideas for this competition and I've decided to do some kind of futuristic sci fi biker woman. I've gathered a few concept images to be used as a reference and I'm taking inspiration from a few places such as Catwoman in the Dark Knight Rises. I really liked the idea of…
hi, I am having problems with baking in substance painter when I try and bake the normal map by name it just comes out all black. my workflow is low poly in Maya - Zbrush for high poly - back to Maya for topology and unwrapping UVs.I use bake match always it works but not when I try to bake by mesh name. I check the naming…
Hello there I'm trying to make a horse model for game engine use, and I really want there to be a texture of the body fur. Given how short and sleek horse coats are, my lecturer suggested using Xgen to create fur and bake it into a normal or displacement map. I don't have much experience with xgen, so I've hit a block now…
Main question is, bit depth of bake (i bake in marmoset) and final output bit depth must be same ? How flexible am i ? If i bake 16 bit can i use 8 bit and 16 bit ? 8 bit dithered targa looks completely okay https://i.imgur.com/pZMa4kB.jpg These are how maps look like in UE4 (16 bit .psd bakes) 32 bit* .exr (this part is…
I'm working on a couple of assets right now that have a bunch of wires, and I have some concerns about baking normal maps on them. Right now, I'm not sure if there would even be any benefits to baking them, because the normals are already facing the right way. If I bake a hi-poly wire onto a low-poly wire, there would be a…
I'm having an issue: When I bake the AO and Normal textures in xNormal my image comes out all distorted. When I rendered out the Normal texture in max everything was rendered fine, with no red marks. I had no UV overlaps either. I've tried exploding, everything I can possible think of. xNormal AO Bake:…
I'm running into 2 issues with baking in Modo. First, after I created the explode morph map and bake from object to texture. I still get some overlapping on the normal map as if modo didn't bake from the explode position. 2nd, if I create a cage using the morph map, I can't activate the explode morph map at the same time.…
Pior I know that he is is using object space, but I'm wondering about what I noticed with tangent space baking. :D I always thought that when normals were baked the only things that mattered was how the hi res model shaded, but after fighting with this crap over the years it seems that the shading of low poly cage might…