I am not a pro but I think I could give u some answers ... 1.If u r modelling this character for game use. U should definitely create a low poly. Why is it? Bcas in a game u can't have so many polys's as an animated movie will have. So u should definitely create low poly to texture it.. 2.Baking is very simple. U take both…
Hi all! So today i was working on my personal project, baking and stuff, everything was working great, until i got this weird NM bake. I checked if there are inverted normals. Normals are fine... Anyone knows whats causing this problem?
Hi there, I want to ask about baking, when I baked I have always this kind of result, along the UV cut, It`s normal ? It`s possible avoid these issues. I tried whatever but this thing never disappeared. Thx guys
Maybe I misunderstand, but you can bake the textures from one model to another. It's possbile in Marmoset Toolbag and I believe is also possible in the Substance bakers. This is usually faster and easier than doing the transfer manually. So basically this is what you can do: Model A has the textures you want Model B has…
you might get aliasing issues with those edges. It doesn't matter how many parts are in the high poly or in the UVs. Have a look at this thread and it will probably make more sense http://www.polycount.com/forum/showthread.php?t=117017 I would do the bake in either Xnormal ( or a different external baker) or Maya. AFAIK…
Hi I'm a little unsure and confused as to how to approach baking facial hair similar to Arthur Morgan's in Red Dead Redemption 2. For something like the head, I know that a hair cap can be used and the hair can be baked straight to that. However, for fine stubble like above, I don't believe any additional/duplicated…
I'm baking a thickness map and getting weird squares across much of the resulting texture, though my main concern is the windscreen in the bottom left corner. I've checked normals to make sure they're not facing inward on either the high or low poly, and in any case those squares are much smaller than the actual polygonal…
Ive been having issues with baking inside XNormal. It seems that objects that are close to each other (with no intersecting cages) have issues where meshes are reflected onto other objects. In the image you can see that an object that was far away from the other has been projected onto the normal map. - I'm using the…
Hello! I have always used FBX format for baking my normals but i wanted to switch to OBJ because the time it takes to bake is much lower. As you can see in the screenshot, i get very strange ''artifacts'' when i use OBJ with same settings as with FBX. Does anyone have i idea how to solve this problem? Thank you!
Hi Larry, I have experience the same frustrating issue you have with seams appearing in your level. To help you better I have a couple questions. What engine are you using? Are you using baked lighting? If so, do you see these seams before or after you light bake? Seams are usually caused by a few things, your models are…