I'm having issues with my Ambient occlusion bake for my model. So the textures from the stacked assets are baking on to each other. For example, my horns textures are baking onto my skull, and the skill and stretched leather are baking onto my book cover. I'm using marmoset toolbag to do this but I've attempted this with…
Hi guys, I have a problems with bake by name mesh in substance painter. The bake work properly for every piece, except for 2 pieces, I really don't understand. If i bake only these 2 pieces everything work, but when i bake all the pieces not work. I already check the name between the low and high poly. Have you some…
Hi so after a couple of months im getting back into baking and I am having an issue with the bake here is a screenshot of the bake: screenshot of the model with wireframe: screenshot of the UVs: I hope you guys have an idea on how to fix it another odd thing is, that the top piece of the pillar is fine only the bottom 2…
Oh, also: Seeing as the latest Blender has improved hlsl support and all that, and if you need to get this baked urgently: you might want to look into applying a normalmap-material, one of those that actually give your model those colours, so you can just take a top viewport screenshot, and that'd be your normalmap...
Really struggling to bake a curvature map on a fairly simple model as a test without getting hard-to-understand behavior around UV seams. If I zoom in on the area right in the middle... There's this hard seam, most notable on the corner, where the curvature map goes from nearly white to darker than the surrounding area,…
My workflow was: -Low Poly model in Maya -UV's in Maya -High Poly in Zbrush -Opened Low Poly Mesh in Substance and Baked High Poly Mesh Somehow I end up having these cuts in the mesh once I bake the high definition mesh. Pics Showing the workflow: -Low Poly -UV's -High Poly in Zbrush -Baking Settings -Problems post Baking…
Thank you for the responses. It was one of the layers causing an issue. Things so simple like this make me facepalm.. I really thought it had to do with the bake. Thanks!
I have this setup with 3 chains, one dynamic (driven by a follicle like in this script: http://67.23.4.94/downloads/%E5%B1%B1%E5%AF%A8%E7%89%88-cgtkdynchain-enhanced--2/topics ), one that is driven by a spline ik with clusters parented under some typical controllers, and the bind chain. I will set it up so I can switch…
More hi poly your low poly is better it looks indeed but you have to keep in mind that you need your bake to look good on lods too. I often bake for lod02 initially. The way switching from lod01 doesn't cause sudden shading blinks. So more geometry is not an option usually. Also keep in mind that baking over hard/split…
This is the move some p.o.s. are doing over at blender, think of it as, you(anyone) get no money cause somehow everyone in the world seems to be siding with being or becoming broke as sites everywhere are allowing "these people" to flourish without repercussions, strange. The topic that points it out that the entire…