What you're asking for is someone to take their time to take your model, not knowing what it is, and bring it in to any of three different softwares to bake textures. With no information as to what the model is, what it's for, how it's broken up or composed. With possible issues arising from any number of things. So that…
Select your object, then go to Display>>Custom Polygon Display (option box) Make sure that "Color in Shaded Display" is checked. This will make vertex color show up in the viewport instead of diffuse color. Setup your lights, select your object then go to Edit Polygons>>Colors>>Prelight. I've never used anything but Maya…
Yes, this should be possible. Toolbag can't bake to a secondary UV channel so you'll have to do some additional work. What I would do is make two copies of the hair mesh, one with the main UVs, and another with the main UVs deleted so the AO uvs are the only UVs. Add a bake object and use the copy of the mesh with the main…
Hello! This is my first post on polycount and I hope I post this thread in the right place. I wrote a script yesterday which makes it possible to batch bake normal maps in Maya. A few artists at The Game Assembly, where I study, got frustrated having to bake all their maps manually when working with complex models such as…
I <3 your bike! The transformation of the low poly with the bake is redonkulous. May be a dumb question, but how many tris is the low poly? I see the 38k in your viewport grab, but I feel like your bike doesn't look like its that high at all...just wanted to clarify lol. I think you could save yourself some more geometry…
Hi to all, i'm writing after a couple days struggling with one "issue" that i'm not able to avoid. I'm experimenting with sub painter for texturing my mg-42 model; i want to use the high poly mesh so i've decided to bake the high poly mesh on himself with the add of some floaters geo and zbrush details before starting to…
Woops I meant to say material ID channels not UV channels :poly124:. What I'm trying to do is make this low poly have 5 different 1024x1024 textures applied using a multi sub-object texture. I have my unwrap so that for each material ID the UV's are packed into the 0-1 space. But if you view all ID's than there are 5…
Oh wow, that's great feedback - thank you! Makes total sense. I'd love to address and update the post based on those notes. And good catch, I actually only really used a Photoshop AI tool (Generative Fill) here and there to help make it seamless. Gigapixel and Upscayl were NOT used at all actually. That was probably a…
Hello, I'm new to substance and i'm making my first asset. I've sculpted a old stone stair, I first tried a automatic uv to test and it had some artifacts, so I started the retopology and uving by hand. I made a second test and the baking artifacts continue appearing. It looks like seams but are present at the edge of…