That's why I often prefer to bake world/object space normal map as exr and then re-bake/turn it to tangent space one. No pain with cages or distances and usually super quick to render. Works well for floating geo sharing same UV space. You can use Blender /Cycles or Substance Designer baker for conversion. Bet it should…
Greetings. I have an issue with my baking and I would like a little bit of help from more experienced artists. I'm trying to do a pretty simple bake in substance painter from high to low poly geometry but my seam lines are very visible, especially in the normal map view as you can see in my screenshots. My seam lines are…
A baked normal map replaces the normals of your lowpoly mesh, on a per-pixel basis. This means the vertex normals(smoothing) of the lowpoly can be much more accurate. A bump/height map converted to a normal map is a simple 2d image, and will never account for smoothing or anything else. Basically you'll never have a…
I would suggest not baking in Zbrush. Xnormal or Maya will do a better job with an exported model. I haven't baked normalmaps in Zbrush, but it looks like the gaps are places where the raycasting failed, where the baker couldn't "see" the highpoly surface for some reason. Could be overlaps, could be ray distance, dunno.…
High quality preview is probably most accurate. I guess Mental Ray isn't very good at handling mirrored UVs on normal maps, and XNormal might not display it well because the maps were baked in Maya - I bet if you baked the maps in XNormal it would probably look fine in Xnormal but broken in Maya. Different apps have…
So, I'm giving this biker dude from awesome artist Denis Zilber a try. I'm sort of stuck since I'm not too happy with the face, I think proportions look good and it looks close to the concept in the front view but something is bugging me a LOT on the side view and I don't know what it is so, please, crits and even…
Hi guys! I am currently working on a low poly model in max (first try) and I am about to go over to uvmapping. I've read some stuff about vertex texture baking (or whatever it is properly called :P) and i would like to try that becouse I think it will help me get the lightning right. I've found this tutorial about it here,…
Are you trying to bake polypaint? If so, you should bake vertex colors instead of base texture. The base texture bake in XNormal is so that you can mask out your UV islands in Photoshop so you can pad the borders cleanly with the XNormal filter. Also take a look at this thread…
Hey guys, I am kinda working on something and I need help with it. So what I'm trying to do is bake transparent alpha planes on another plane, but it doesn't give the result I want. The alphas are not baking correctly... :( I hope its clear what I'm looking for. Thanks in advance. :)
Hi everyone, I'm trying to explain to a friend of mine how baking works when we encountered a problem, I was wondering if there is any way to solve the issue below without change the topology. The problem we are talking about is the triangle shows in normal map, of course is almost invisible, and as far as I know it's…