So I have two materials (both phong) assigned to a model. I want to take the model to a game engine so instead of having two materials and two drawcalls, I decided to just do vertex color baking. But when I do so in maya and then delete the two materials from hypershade window, the model turns bright green completely. I…
Yeah, same strategy as baking from a high-poly mesh, except your source this time is the highest LOD instead. If you bake CompleteMap, you'll get lighting baked into the map as well as the color. You might want to bake just the DiffuseMap instead, and maybe a NormalsMap as well.
Hi there. I would like some advice on retopology, UV mapping and baking normal maps. I'm trying to bake from the high poly columns that were made in zbrush. I then retopologize in topogun. The resulting mesh is exported into blender where I UV map it and then re-import back into topogun for baking, or I occasionally use…
What Joe said was my first thought as well. The LP vert normals look... normal, but what about the HP's? Can we see the normalmap applied to the lowpoly? Have you tried same meshes in another baker? (Never seen XNormal go wrong but perhaps there's a bungled setting somewhere.)
Can you double check and make sure that the UVs for the other texture sets are in the 0-1 range? If they're outside 0-1 they will be ignored by the baker.
CryTSpace isn't the official name btw, just what I imagined their tangent space would be called if they cared enough to officially define what it is. The tangent basis is formed by three vectors which are perpendicular or close to perpendicular. There's the normal vector, which points straight away from the surface and…
Hi all, I'm trying to create a pistol and I just finished the model in 3dsmax with its UVs. Next up i wanted to bake the edges of the model so that the hard edges are slightly polished. I'm baking EVERYTHING with a cage (no choice here since i'm baking 90° angles). Also every smoothing group is split to its own UV-island:…
When I used to do my normal bakes in Max (now I pretty much use Handplane the majority of the time), I would "bake to material ID". Instead of having to explode your mesh, assign different material IDs to the different parts of your mesh. I'll then apply a multi/sub-object material with bright colors corresponding to the…
Hi PolyCount. I am coming to the end of an Environment project and I'm looking to save time on my workflow with some of my assets. I found myself asking the question today whether it is always necessary to have a high poly sub d model to bake down to a low poly model even if its just to achieve a smoother look and more…