Hi guys I have a problem. When cylinder object cut cube object like the image below, it make a black edge in curvature map. I really want to know how to ignore this or some key word about this. Thanks all
Hi everyone, I've created a simple script to drastically speed up the Maya to Marmoset Toolbag iterative workflow. Please take a look at the Youtube demonstration if you're interested. https://youtu.be/-B0Lqup3-O0 Download the script here https://gumroad.com/malcolm341
I have a question about normal baking. I've created a low poly model and a high poly model. I tried to bake my normal map in maya and in xnormal with some strange results It is my first time baking normals from a high polymodel and i'm not sure if i do it right. high poly…
Try turning off the Two-Sided occlusion. Also your ray count is really high. I usually bake with the ray count anywhere between 128-256. Higher values will take longer to render and you won't notice much difference after around 256 or so.
In the UV editor you can use 'Seams from Islands', then select the seams and mark them as sharp edges. As to your issue I baked Blender files in SP in about every possible configuration and never had any such problems, make sure your UVs are fine themself.
Hi. I have been trying to bake a normal map in 3D Studio Max. Everytime I do it, the normal map is created but there is nothing on it. It is empty. I have been having problems for a while now with baking textures in max. I have followed every tutorial on the subject and still, I cannot do it. It is driving me crazy :3 I…
Hello everyone, I’m a beginner C++ programmer and Unreal Engine user looking for a project I could believe in and in which to hone our skills together. To put this in perspective, I’ve tried this as an hobby in the past but it never panned out, so that little skills I might have acquired then is now long gone and…
Hey guys, i made a knife hp/lp etc and now i want to bake my normal map in xNormal. the map looks fine but i got one problem. the handle of the knife is symetrical but some details are different on each side, but no all. therefore i unwrapped both side seperatly. When i bake in xNormal (exported lp and hp als sbm - the lp…
So I just discovered the basics of baking in a High polygon mesh into a low one. But than I realized when using texture sheets where you share textures this method cannot work, unless you were to use multiple material IDs in game. My current method for a scene are to use one giant texture sheet that contains maybe 8 or so…
sooooo I managed to "fix" my problems with the batch bake artifacting. In this particular case I combined my mesh with a Uv'ed primative cube. Exported them out and just imported them back into maya. magic! it worked. Which is strange because I feel like I already tried this method. But the solution seems to make sense…