No problem! Dithering is well explained in this stickied thread: http://polycount.com/discussion/148303/of-bit-depths-banding-and-normal-maps Basically it adds a bit of noise as you convert a texture from 16 bits to 8 bits. This can be beneficial because when that rounding I mentioned happens, you can end up with pixels…
Hi all! The topic of normal maps seems (pun intended) to come up a lot here, so please excuse me for posting on it again. I recently became a 3D game art student, and I'm mostly self taught at this point. I gave myself the challenge of once and for all figuring out the normal map and AO baking workflow. I'd like to think…
While this is focused on Toolbag 3's baker, the following tutorial covers all of your issues and then some: https://www.marmoset.co/posts/toolbag-baking-tutorial/ Check out the Basics and Best Results sections. "I never said that it is "pointless to worry about smoothing groups", quite the contrary. What I am saying is…
Good questions! 1) You don't have to use a cage when using match by name (it is basically making one for you based off those ray distance values), but I have experienced cage bakes looking slightly better. 2) That would be very surprising if true but I can't speak to that. 3) No, but more geometry means you can get the low…
Thanks for the information guys! It really helped! I read that thread @somedoggy and I tried it for myself. It doesn't make a huge difference, but the difference is quite apparent if you're looking for it. I can't wait to use it to remove some jagged edges on a higher resolution bake. Here is my final dithered 1k map: I'm…
Thank you a TON @somedoggy So essentially, seams exist because of truncated information? Interesting... Now for new questions :smile: I have heard about the bit depth problem with normal mapping before, and have read that something called 'dithering' is the solution. What exactly is that if you don't mind me asking, and…
A bit of ye ol' history: The demonification of the hard edge dates back to the dark ages of poor baking software and worse baking workflows. Basically, before we collectively figured out how this whole baking thing works. In the old days, baking software didn't have an option to bake with an averaged or smoothed cage (I…
@pior NOW I understand. And this time I don't "think" I do, I know I do :wink: . You're saying there are certain situations that are exceptions to the separate smoothing groups for UV islands "rule". I now know to put "rule" in quotes thanks to you guys. I went and baked the same object I originally posted in MT3 rather…