I'm trying to make a material which has a number of stones inlaid into a floor. I'm doing a diffuse bake to get different color values of all the components involved, and I'm keying the RGB values of these colors so as to create three masks. One of the channel masks is white for stone, black for floor. Another mask…
I have a few questions. What is your baking app? Is it hair/fur or geometry? Hair/fur modifiers don't bake unless you convert them to geometry which gets insanely difficult to deal with and loses it's material properties. Are you going use opacity? Baking is not going to capture each strand very well. You are better off…
Hey there guys!! So, I have recently been studying hardcore about everything texture creation (especially for environment art)... I was wondering, especially after watching the Eat3D tutorials "Old Pillar" and "Next-gen Texturing," how exactly he goes about getting that very useful flat color map that he brings into…
how do, I'm looking for some way to bake colour into verts along some geometry, with the colour gradiating as x increases. any ideas? first try baking using lights didn't really do the trick, any sides of the geom were overblown because they could be hit by all nearby light. I need it to be pretty much projected from z..…
The entire low poly mesh is using hard edges and the normal artifacts appear around the perimeter of most faces. Bright normal map seams that follow existing edge geometry are generated by blending extreme pixel values from either side of a given edge. This type of normal map baking error is indicative of UV padding issues…
i Unwrapped my UV's and I have an issue to where the UV shell which i marked in the picture does not bake correctly, it bakes an incorrect part, could someone tell me why this is happening? Thanks.
either mesh it together and bake as one piece. or bake in batches and sticht it together you have no chance to bake this as one overlapping piece without overlapping artifacts
First test renders of baseplates. Too much edge wear and not enough dirt in some places. But the base is ready and it's great. Want to share one method of creating simple signs when you don't know vector graphics or don't like it. It's kinda strange and stupid, but it works. 1. Model a sign. I used Plasticity for that. It…
So after a few months of learning python I have made something :) I built an auto baker using Pymel, Substance Bath Tools, and Substance Designer. You save your Maya file somewhere, and anything you place in the lowpoly, highpoly, and cage groups will automatically get baked with the folder structure and naming taken care…
Don't know if it's been posted yet, but it's made entirely in Source Film Maker. https://www.youtube.com/watch?v=lmVsOl9qAhs https://www.youtube.com/watch?v=68dAr4NSf_o