Hello, I'm trying to bake my model in marmoset 4 and the bake brings up these weird white edgelines in some places of the model. Anyone have a clue what this could be? In the second picture you can see, that only that one part of the model is having that odd line. The highpoly and lowpoly meshes are identical on both side…
Hi I’m
trying to bake all PBR material information into one single albedo map, so that
I can plug that single color baked map into an unlit shader in unity, so far I
have tried to setup the model in Maya, importing the textures from substance
painter, and making a transfer map operation. I've also tried making…
Hello, Does anyone know if i for exame have baked out displacement map from mari and i load them in zbrush is there a method to bake that in to mesh (when mesh has sufficient ammount polygons). Atm i was able to bake em in but now when i try to sculpt additiobal detail in to mesh i can but it sculpts below the dispmacement…
[SOLVED]So i stumbled upon this weird problem when i tried to bake some cylindrical shapes onto a flat surface. In example A i bake some cones on cuboid. As you can see there is no stretching in my UVs, but the normal map comes out not as intended. The outer cones are missshaped and look like they are rotated inwards. I…
Hi, I have been working on hard surface modelling for a while, I believe I have summarised a quick guideline on how to prepare low poly model for baking good textures. I am going to be very brave and share them here, so in case I made some wrong assumptions, people can correct me. ---- (1) Ultimately you want your low poly…
Hey, new when it comes to Zbrush and baking maps. I'm trying to bake a texture to one of my meshes in Xnormal but the map that comes out is always half the size I want it. I've got my document size set at 8192x4782 in Zbrush, which is the same size of the texture I want to bake. But it never comes out at that size in…
Projection distance is how far out along the normals of the low poly mesh the Baker searches for things to bake. If you use a cage it'll search up to where the cage is, if not it will usually use a set distance. Good settings to start with for substance bakes are 0.01 forward and 0.5 back (in Bounding box space) . If…
Is that baker active again? Was deactivated last time I baked in Substance. The curvature baking is not wrong, the curvature information is just limited to the face of the bevel. Look at the model you posted with the curvature map applied, you will see that only the UV shell of the top has contains information around that…
A new Update to Substance Designer is now live. [size=+2]Substance Designer 3.7[/size] New features include: . Vertex Color Baker that allows you, among other things to bake a material mask map from polypaint in Zbrush or any other vertex painting tool. . Custom Cage Support for more precise baking. . A Ton of bugfixes and…
As for our baker, usually our default settings work very well, so the learning curve should be pretty quick. Also faster bake time compared to xNormal. ;) Our curvature is generated from the low-poly mesh and its normal map. While xNormal use an high-poly mesh. There is a difference here. Also our algorithmic is probably…