Hey folks! As I finished my last prop I used some different methods to place my ornaments instead of sculpting them in Zbrush so I decided to make a tutorial out of it. Hope you enjoy!
I'm running into some issues baking AO in max (2009 x64) that I've never seen before. First I did a bake using a standard material applied to the high and baked to a single face, this was the result: http://i216.photobucket.com/albums/cc244/PolyHertz/lowAmbientOcclusion_MR_.jpg As you can see part of it look like they…
Hi guys I have recently switched to x normal to bake all my maps and have had no problems up until now.For some reason I get this type of bake on my mesh ( all previous meshes are fine) and this one has nothing that would cause errors which is why I have no clue what is going on any advice or thoughts would be great . I…
i never figured out how, what i did as a cheat is put a plane in the scene behind the holes, so when it baked out the id map, the hole area would get its own color, i then used it as a mask for making an alpha.
I remember testing marmoset toolbag 4 beta, when baking curvature the bake would come out with pretty much no seam, much like painter in this screenshot. But I can't get the curvature bakes to look like that anymore. Wonder if something changed or I am missing something?
You'll need to make sure it has a corresponding high poly element. Right now there isn't a high surface to hit so it fails to hit anything and creates an empty result in the bake. What you see here is the pixel padding trying to fill in the blank space. The highpoly mesh doesn't need to be complicated, it can be a simple…
Thank you for your advise, after all i had have a good experience that should make id color right in high poly object and bake them with another map :D
I'm baking a high poly version of the basket section from my shopping cart onto my low poly version, but I'm not getting consistent results. As you can see the front does not match with the sides of the basket. I've created two meshes: one external and the other internal for the sides of the basket and I baked them by…
Thanks for replies guys, I'll try build more geometry on LP model and bake normal without the nail then i'll bake the nail invidiually and use photoshop to put it on the right place. I dont understand the part Neox said : bake with 16 bit, i'm using Xnormal for baking but there is no setting for 16 bit . Can you explain…
Maya can remember the bake cage, its a seperate mesh you can find in the outliner, maya will normally delete it after the bake. You can scale the cage in the bake window, there is a slider. You could create two seperate cages then remove the faces for each that you don't want and connect the two cages into one mesh to use…