Hi, there is a turtle renderer for baking textures in Maya. But there are some problems I don't know how to solve. Is there anyone try it? 1. How to baking normal maps to low poly with hard edges? I have separated the UVs in hard edges, but I can't figure out how to use the envelope surface. 2. How do you solve the…
HeyGuys Trying to get a decent bake on a sword I've been working on and I'm stumped on some weird artifacting that I'm getting on this small part. So here's a shot of the high and low poly along with the bake in substance painterino. The low and the high are positioned in the same position and are as closely scaled as I…
Hi, I have a character that I am working on, and I have finished both the high and low poly. The problem is that the high-poly is too heavy to put in marmoset. What I've done is to split it into four bake groups that I baked, and now I want to combine the maps into one 4K map. My first attempt was to bake the normals…
I've been trying to track down the cause of this issue but have not had any luck. If I find someone with a similar issue on the Unity forums nobody seems to have found a solution for it. After my light bake, I get this pixelated edge that can be seen only at certain angles and it doesn't matter how close/far the camera is…
Hello all, sorry if this is the wrong place for this, but I need some help fixing an issue baking a highpoly down in xNormal. http://imgur.com/a/n3nKv to see the issue i'm talking about. Everything seems to bake down great except the rim of the bracelet. Is this an issue with my geometry on the high or low poly? Or can I…
where are you previewing the model ? in 3ds max ? also be sure to read the part about bitangents , max tangents in older versions arent syncronized to their own baker , so that means that when you preview them on the program it will give you some weird shading errors sometimes , also try to separate the uvw islands as…
Hi there! I'm new to Mari and wanted to learn it through the non-commercial version first. While projection painting in it feels really great, I've encountered baking problem to prevent me from finishing the project. I found that after I painted and hit bake, as you can see in the picture below, the texture went all over…
Hi, Having a bit of a problem with my AO map. When baked out it appears its way to dark in some areas and im losing a lot of the detail from the high poly version because of it. At the moment im baking it out via batch bake (mental ray) attaching a lambert to the low poly model, setting colour to white and diffuse to 1 and…
SOLVED - ME and my ignorance, forgot to check the high poly to render. I apologize for any time wasted. I have a somewhat high poly model of a CB radio that has multiple floating geometry points that won't be included in the mesh and have little tweaks to put emphasis on them in the normal map. But when baking normals…
Hi inanimate, You're welcome. There's no silly questions, only ones missing datas, sometimes :) - You're now able to export your vertex colour set as a "flatColour-per-face" texture map - seems like you mapped a grunge texture (Guessing this is not a procedural) Do you ask about baking an unlit combination of both through…