Also, triangulate your mesh before baking. This was if your baking in an external app, the triangle stripes will be synced between your modelling app, baker and the engine.
If you look below you'll see the issue I'm dealing with. I'm working with a model that has a lot of cylinders and I'm running into this baking issue so I did this quick test study to figure it out. Its a Low poly cylinder with 12 sides and I'm trying to bake down a high poly cylinder with 24 sides and the bottom and top…
I've baked the polypaint from polygroups before and not had this problem before. Not sure why I'm getting it now. The gradation only becomes more intense at lower sub-d levels. I would have these at top sub-d levels to get the least amount of bleed but I want to combine about 6 subtools and after that the file size would…
Hello guys ! Does anyone know how I can mitigate the damage to my bakes (all of them, not just normal map) when baking from high poly objects that have gaps and you don't have the polygon budget to compensate? I've illustrated the issue below: This is particularly frustrating when the object is against another and the…
Yeah, Maya bakes are single threaded and *embarrassingly slow*. If you're using mesh->smooth for a sub-d object, what you need to do is this: save out a "dirty" copy of your scene, and delete all history, this will freeze your mesh in the sub-divided form and will likely significanlty speed up bake times. I've had scenes…
Whats the best way to move and highpoly object on to and lowpoly so they match upp 100% (The positions). Without doing it manually with move tool ? I have a revolver model that i wanna explode bake and want to assure it matches when i separate everything and stack on top of each other. Hope my question makes sense.. :|
I need help i trying to get some details on a model by baking the normals using maya transfer map so to test it i use this simple model whit some details but this is what i get it barely visible,so i need help solving this, i try using xnormals but it dint help so any help and what do i use to get the normals easy xnormal…
Bit of an update, copied from my blog [url]www.digitaldracott.blogspot.com:[/url] This weekend I spent my time trying to settle on the right approach to making the trunk. My options in my head, and conclusions were this (keep in mind this is for a base mesh, not something to bake a normal from): Speedtree -> don't own,…
Most recent: I started this new environment project about a week ago. Its a off world research base designed for barren planets and moons. It is created mainly with basic geometry and made a tiling texture and trim texture. I am still a beginner with substance designer but I manged to make a decent texture and exposed some…
Interesting page in substance documentation: https://substance3d.adobe.com/documentation/bake/seams-are-visible-after-baking-a-normal-texture-159451848.html Blade: hard shaded edge along the blades edge - this way the normal map doesn't have to compensate for very extreme angle. Crossguard: Seams at rounded edge combined…