Whenever I try to bake my maps, I get this error "Not enough data in the high poly to use selected baker. Aborting bake." The bake actually works, partially. Sections of the mesh have the detail from the high poly mesh I used to bake the maps, other areas however become faceted/jagged. If you need more information, just…
I have not baked in Painter for a while . But from what I remember It can't use a shared cage file . Doesn't recognize any objects naming inside cage file. You would have to bake several times loading individual cages for each object and then save and stack resulting textures . So it's not multi-materials issue . Rather…
Glad to hear it's working ! Regarding speed : well, if anything it is always possible to generate the source passes with any other external tool (using textures if needed, with automatic UVs) and then bake that down as vcols later. EZ Baker can even communicate with Toolbag to get the bakes done and imported back in…
Substance is totally my thing right now. In fact there was a few months where I had substance designer just so i could bake in it, and then I would go off and texture in photoshop like im used to. Now im using painter as well for texturing so the new workflow is melding together quite nicely. Before I started using…
Assuming your high res mesh is smooth those artefacts are consistent with the low poly mesh having hard normals so It's either the mesh or some setting in the Baker that's causing it. The mesh you bake to and the mesh you apply the map to must have identical normals so ensure they're being treated the same in every tool…
I'm referencing the technique from Yibing Jiang's Siggraph course from Uncharted 4. Slides can be downloaded here: http://advances.realtimerendering.com/s2016/ On slide 45 you can see the technique: Basically bake an AO map from UVset 1 with alpha transparency onto UVset2 with cards fully laid out to get a shadow map. Maya…
PakoTCB said: You can use them as a floaters! Simply keep them as a HP separated mesh/polygroup (if you´re in zbrush) and use the lowpoly retopologized as a base to project this as a normal map! Remember to use a slightly bigger cage if you´re baking with XNormal or increasing the Offset value in Toolbag as a baker until…
Once Turtle is enabled change render type to Baking, then under Baking tab->Target Surfaces you can set up your usual high and low meshes, including envelopes. In Maya, Turtle will bake textures to the standard render view. So under Texture Bake Settings, check "Save to Render View" then kick off a render when you are…
Is there some reason people aren't using anything that can take the normal map and generate an AO from that? or am i missing something? if you need a free AO baker XNormal is still useful for this even in the tools section or options section (i forget) the heightmap section if it doesn't have an AO option the Height one…
Is there any way to bake backfacing geometry? I've made some cloth wrappings that twist over themselves and now I've realized bakers bake the backfacing faces with either a flipped normal direction, or ignore them entirely. Is there a way to bake them as if they were a double sided plane?