So I tried extending the bricks but I am encountering the current problem: I realise the edge bricks distances need to be exactly the same but the problem is that these 2 bricks have different dimensions.
The dimensions shouldn't matter, just the amount the mesh is offset. In this image the pink lines should all be the same length, because they are drawn from one part of a brick mesh, to the exact same spot on their instanced counterpart. This length should be the width of the plane you are baking the high poly down to (if…
Hey there, back again with a question regarding masking. In my example I have a grout and brick texture intersecting and I would like to have a mask of my grout for texture usage. I have the meshes in Zbrush and 3DSMax so methods in those software are preferred.
- I normally attach all the HP objects together before baking. Is it preferred not to do this ? - Im curious why exactly I would run into AO bake issues. Is it due to the steep angle difference between the grout and bricks ? How can I, keeping in mind a texture similar to this one, avoid problems (now, or in the future) ?…
So xNormal does different colors for each different mesh, so I would suggest exporting the high poly grout plane as one mesh, and the bricks as another. Also use the "Write Object ID If No Texture" option, because xNormal is basically writing a different color for each object id ei: separate mesh. Also I did a test to…
Managed to find the issue in Xnormal :) It seems the "edge padding" setting was set to high which caused the brick color to "drown" the grout color. Also, my grout texture consisted of 2 polygroups which actually splitted the mesh in 2 seperate ones. I collapsed them together and reloaded them and voila: Really thanks a…
I don't really know about Max, but in xNormal you can bake out vertex colours for the mask, or in your case if you are loading up 2 high poly models, you can use the "Bake Base Colors" map in xNormal which will randomly assign each different mesh a colour. On another note, looking at your high poly, you may run into issues…