I use blender and this is how I do it. I export the object from sculptris. Then import to blender and make or adjust the lowpoly polymodel I previously made, then uvmap it. To bake the normal map, in object mode, shift+select the highpoly and then the lowpoly.
I am working on a character and following this tutorial to bake my textures http://eat3d.com/free_zbrush_xnormal_pipe I have done this before and did it successfully but every time I bake my textures in X normal It doesn't workout. I totally forgot how I did it. The thing is in the tutorial the guy is using an older ver.…
Hi, I baked a normal map from a high poly mesh with all tiny details on it and I want to modify it by smoothing or removing some of them. The SP documentation says I just have to use neutral normal map color on normal map channel to remove initial details. But this doesn't really work. When I paint a default normal color…
Hello, so i ve read the guide for uv unwrapping and baking. it says where u have hard edges in your mesh, you need a uv border. but how do you unwrap a mesh for baking that has no hard edges at all ? an oversimplified example of a mesh without hard edges: kind regards
People,
help me, please. Wanna know how to make hair like on the image below. Think, I
can deal with polygon strips and base texture, but don't understand how to get
the "baked-in lighting" look.
I was reading about zremesher and somehow came across the lines that I should zremesh and then bake my maps out with that new geometry, so does that mean I then need to create further lower topology as the main model? Right now I just use the original super high poly to bake the maps ..
Hey guys, I'm kind of at the end of my knowledge and pretty much tried everything I could think of (never encountered such a problem so there wasn't that much I could think of). I received a high and low poly mesh (modeled in Maya, exported in FBX) and UVed and exploded it for baking in 3ds Max. I did everything as I…
I assume you apply some textures to your hp model, and then bake them on a uv map of the lp model using this bake? Blender has the time thing option in its baking menu. however I can't get it to work. any ideas?
So, let me assume the "3ds max base model" is your base mesh you use in ZBrush to sculpt your high poly. So no, you don't need to UV unwrap your base mesh, and also you don't need to unwrap your high poly models in general. You said you retopologize your sculpted high poly to create your low poly, but after that I'm…