Hi, i'm currently following Eugene Petrov's game ready pistol tutorial and it has been going pretty smoothly up until this point where i have so much of this issue where once I bake the high to low there's a lot of black outlines. I believe this is because the high is getting to far from my low poly and so the shading…
Yeah, not bad. See the darker, "X" shaped shades between the big rectangles on the handle? Thats happening because you baked without triangulating the mesh before baking, and now its triangulated differently , than how it was, during the baking. So triangulate before baking. Unreal Engine has support for Mikk tangent space…
I'm learning how to bake normal maps for hard surface models. Already read the polycount wiki and watched a ton of videos which taught me a lot. Then I encountered more issues than before. Ignorance is bliss...but I want to make sexy bakes! The first problem is probably my low-poly topology. I thought I knew what I was…
Hey guys, I wonder if there's a node based or any softwares that create a fractal particle, or billboard easy maker? For an example, smoke set, fire set, etc. I don't want to test the particles, I want just to create a type of particle/image. Thanks
ok am trying to get an understanding of using xnormal to bake my high poly to low poly stuff but not sure i have it understood. do i unwrap the low poly model then import that and my high poly into xnormal and bake? or am i missing something.. ive watched a few vid tuts but still not understanding it. can someone maybe…
Is there a setting that automatically bakes sRGB maps instead of the washed out white colors? I know I can click Marmoset's check box but I'd prefer to have it baked out proper the first time. Thanks.
I seem to be having some baking issues inside udk. When I put my model in and slap a material on it seems to be fine, but after I bake it, the uv become distorted and unrecognizable. I'd like to be able to use udk for more than just model viewing; any advice I can get would be appreciated.
Hi! I used to bake AO maps and merge them with diffuse maps in Photoshop. Now I read that you can bake the AO directly into the mesh vertices in 3ds max. Can anybody please explain to me how this works and how to use this in UDK? Thanks, Oli
I want to bake a procedural texture in Maya, but only a selected procedural texture in my shader tree is this possible, must I create a custom shader of the procedural texture and apply to the Texture bake set attributes > custom shader ?
Hey guys i just finished baking normal map and AO map for my shotgun but i had a really wired thing going on wich is really annoying and happening most of time to me, i guess i can fix those in photoshop but any ideas how to get rid of them in the baking process ? also, in normal map not only that mess, but also it seems…