Hey guys, I'm currently working on a Tommy Gun and noticed one detail barely bakes at all. I know that it is a tiny part and doesn't have much UV space but the detail is almost completely absent despite being there when I test-bake it using the full UV map(no other objects combined and more resolution). Is that just a…
Yeah usually people unwrap in max or maya; Zbrush stricktly for sculpting; then import back to max (or 3rd party baker like Melody or xNormal) to bake the normals. Some people do use Zbrush for baking as well, but I've never managed to get anything useful from Zbrush
What baker, and what are you using to render? Can you give some context... how small or large is this detail? What does the lowpoly wireframe look like, and what does the highpoly look like? Are you using edge padding? Did you see the Sticky topics in this section?
Im trying to bake from 1 mesh to a low poly mesh, and I am getting the type of results that I would like. Source Mesh: Not super high poly, but set up to be smoothed, with materials in a lit environment Low Poly mesh - modeled and UV'd I have made sure to up my render sub divisions, But I'm still no super pleased with my…
Hi! To start off, I am super new to Unity and most of its aspects. Literally, I grabbed the program last week and tried to venture into this thing with little coding and 3D optimization knowledge. All I can do is model and animate things. My assets are made in Maya 2014. I heard importing Maya-made assets of anything is a…
hey guys, i got a weapon with different picatinny rails. but i want to know how you gonna bake these and reduce it as a lp. i want my wepon to be on first person. because of this iam not rally sure how to make it. 1: (the way i heard) i heard that some guys take the whole rail but only let one of these mid elements on it.…
Hello, I have recently been having an issue when baking in Substance Painter. I have been making edge damage in Zbrush on models that were originally low poly in Maya and then in Zbrush I divided the model and did edge wear on it. I then tried to bake the Uv's low poly and high poly in Substance and I get this, and on…
A simple task as a normal bake is giving me issues. If anyone knows what would be the cause of them, please let me know Simple model - speakers - unwrapped box over it for low poly - normal is looking ok, but there is a huge distortion when doing with mental ray to render texture (he uses raytrace) I just needed to unwrap…
Reference Image Attached. Hey Guys Im having a serious baking problem. I've been successful with it before but today I am getting some serious errors. In the image provided, You will see my low poly in gray and the high poly detail in Green. I am trying to bake floating geo. into normals but I get terrible results. I've…
I have a very strange dilemma to deal with. I have a building .FBX consisting of multiple objects with different tiling materials applied (overlapping UV's outside of the 0-1 uv atlas). I have created a separate UV set that contains the WHOLE buildings UV's but in the 0-1 UV atlas with no overlapping for the purpose of…