our clients want the masks nice and antaliased, so right now, we bake one map, extract and clean up each masked layer. naming is totally fine as this can be used in preparation. i think memory is not so much of a concern to us, but that might be just me
I'm still fighting with the naming. it seems that the problem might be the way mighty bake names objects on export: Any suggestions to getting around this?
@gloriousczar - You are totally right, baking two maps of the same type will over-write. I will have to figure out how that workflow should work. What do you think about adding _maya or _ue4 to the end of the map names? I think regarding your AO, I think that I'll add a new searching option that allows you to specify…
Hey i dunno how i didn't see this before hand. but how does one load multiple meshes into mightybake at once? neither shift + click in the explorer works, nor dragging a selection into the highpoly field I tried setting my scene up just like i would with substance designer and it just works meshname_low meshname_cage…