Just got myself a copy of Knald and so far it works nice, though I got few questions; - after inputting my license key, why does Knald said my copy still Evaluation Copy that expires in year 1970 (0_0?) - does the transmissions map similar to the thickness map in substance painter? Knald tend to be more lighter then SP…
@metalliandy Hi there! There is one thing I'm wondering about since 1.1.0 beta, and that is whether it's still possible to use the old "Mesh AO" baking implementation from 1.0.0. in 1.1.0. The mesh AO bakes from 1.0.0 had some minor issues, like lack of proper AA, but they were absolutely, insanely perfect projection-wise,…
I have a problem with a baking curvature map. When I bake decimated high poly object to low, it happens annoying spots on the baked map. For example; Actually, this one is not a very good example because there is a lot of skin pore details but I'm not talking about them, the problem is little different dots everywhere,…
Hey metalliandy, does this release have any updates for Photo to normals or is this just the baker that's been added? I'm really looking forward to a release that addresses some minor but time consuming workflow issues. Also how are you handling the triangulation differences between game engines, for example can you bake a…
Hello again, I'm having a problem with the exported normal maps. On the left side my ZBrush model with the pores and micro details can be seen. On the right side Knald's normal map (8192 px) can be seen. Can anybody tell me his opinion if the normal map should be more detailled / sharper? Or if there is anything wrong with…
Hi Pior, Thanks for the feedback. While it is true, and somewhat unfortunate, that many artists use the term Bent normals as a misnomer for OS normals, we have to try our best to name our bake targets as accurately as possible (along with everything else in Knald) so that we do not propagate misinformation. Hopefully the…
Hello. Can I suggest to implement somewhere in future updates a function when there's two objects with one same UV island (symmetrical lowpoly for example) are baking without artifacts. Now it bakes with artifacts at such places. Sorry for my English.
Hey!
I'm still not 100% sure I know exactly what you mean. Do you mean loading a medium poly with a tiling detail map in place of the high poly? Could you show me an example of the workflow please?
ah, because sometimes when I bake several objects ( gun's parts for the example), then combine all the maps that I've baked into one map, some maps that didn't have alpha chanel like AO or carvity to select, and I have to use the alpha chanel of normal map and expand the seam when combine them :smiley: