You can have high level of quality without baking. There is no always need for baking. There is a thread about this somewhere here btw. I see this "no hp no baking workflow" in a few new games, especially in racing games. The reason for doing this is that they already have enough polygons on their cars to get good shading…
That's probably because your high-poly does not seem to have any beveled edges, which is expected from these kinds of shapes. And, you're trying to bake details with 90 degree slopes on a flat surface. Take a look on tutorials on how the rays in normal map baking actually work so that you'll understand why. The…
So I just discovered the basics of baking in a High polygon mesh into a low one. But than I realized when using texture sheets where you share textures this method cannot work, unless you were to use multiple material IDs in game. My current method for a scene are to use one giant texture sheet that contains maybe 8 or so…
With those games, some lighting information is painted into the color texture. But the brightest, most dynamic-looking lighting is painted as masks which control where the highlights appear on the model, and how wide or sharp those highlights are. If the highlights move across the model as the lighting angle changes, then…
So ive come across a problem baking 32bit maps in marmoset. Im not 100% sure whats going on but it seems the colour profile of the psds are wrong. The files load in and appear much brighter than normal. Baking 8bit and 16bit is fine. 32bit exr bakes from xnormal for example work fine. examples below, Im hoping its…
oh it absolutely will if you do not lock in the triangulation. it's one of the most common error sources and the reason why many unreal projects flush their data through unreal into the baker. So they can stay with quads and work dcc agnostic to some extend.
Context : I'm trying to improve a Substance Painter workflow. Adding additional height / normal details, exporting the new map then rebaking curvature and AO. The trouble is I don't rate the bakers in Painter very highly compared to Marmoset, especially the curvature baker. I tried baking my lowpoly to itself with the…
I'm working on an asset for someone but they want me to bake high to low and they said not to use a triangulated version of the mesh, only quads as this is being animated for a short film. I do games mostly so I keep everything triangulated because a quad can be split in different ways and it wont be consistent if that…
Hello I'm having problems while baking a normal map. When I bake something it covers the entire area of the UV texture! And according to the tutorial the only area that should be covered in purple is the area of the mesh I'm baking. Here are some images to explain myself: 1.Here is my selected object before baking:…
Hi everyone ! I know there are a lot of threads about this but i still can't fix it ! My goal is to bake a simple cube with chamfered edges ! First of all , i know that adding some edges to the LP can fix it but i saw a lot of people doing it without adding edges and i want to know how ! My start cube Here is my problem…