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…
"I make sure there are separate smoothing groups assigned to each UV island" You absolutely do not need to do that, at all. Some people do it because their assets or art style just happens to be visually compatible with this brute force approach, but this is absolutely not a necessary condition. By doing so, you simply run…
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…
@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…
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…
Heya EQ ! Of course, there are indeed circumstances where one might want to "harden all UV edges" - it depends on the kind of asset. And of course not every asset can be made with everything soft - it depends. My point is that there is a popular misconception floating around that tends to make artists believe that they…
Heya ! I never said that it is "pointless to worry about smoothing groups", quite the contrary. What I am saying is that it is pointless to put hard edges on all UV islands. It is a widely spread misconception that pops up about once a week here. There's probably a popular tutorial out there claiming that (or being very…
I haven't read the whole thread thoroughly but I ran a find for "dilation" and "padding" and didn't see anything. Are you telling your baker to pad out your textures? Your latest image looks like a bit of the black background in the render is leaking through. Other than that, listen to Pior, dude knows what he's talking…
Both Designer and Painter make an averaged cage if not provided one, which is necessary to make the "match by name" technique work (where you can throw it one high and one low file with properly named objects and it bakes and combines them all in one go.) @Zalek4 you won't see much mileage out of dithering on such a…