I have 4 different assets for a project I'm working on. Each one has it's own UV map and a normal map texture at 2048x2048. What I'm trying to achieve is combining the normal maps of these textures to be baked into one texture with reorganized Uv's So how would I go about baking these 4 different 2048x2048 normal textures…
Depends on how you will be rendering the finished lowpoly normal mapped asset. If the final renderer (game) uses the same tangent basis method that you used to bake the normal map from the high poly model (baking tool), then you only need to use hard edges along the UV seams. And you need to use an averaged cage when…
Hey Frell, I believe this is what your asking for. With the lights in your scene turned off go to the lightmapping window and add a number to you skylight intesity like a .5 and keep the bounces down around 1, also turn on AO slider. Bake your scene and it should look like a flat gray scene with your AO baked. Now turn on…
The shading is there to compensate for the mesh normals of the low poly. Your baker(max?) and renderer(toolbag) are not properly synced up. Thus = smoothing errors. This is not a "problem" with the bake, but a technical problem with the tools you are using. You can bake and preview your model in: Maya, or 3ds max + 3ps…
the AO should be fine. creating bark pieces (containing 4-6 of the highpoly elements) of lower resolution should also work. For special details some alpha planes could also push the impression of bark peaces overlapping themselves. But as you say you might have another problem right now: How to create a good normalmap and…
Aah yeah, I also noticed that. good point bringing it up. I had such a hard time baking a highpoly car body, always these tangent errors showing up. Good to know there are bakers that actually compensate for this. Now that I think of it, if the tangent normals are baked based of the binormals and tangents that scanline…
Hello everyone, I'm somewhat new to the game asset creation pipeline and was wondering if anyone had any tips when it comes to baking normal maps in Xnormal from hi-poly character/creature meshes. I was aiming for decently low rez with my LP which means when viewing the meshes on top of each-other there's a good bit of the…
OK, sorry about that. I'm still in max5 here, but I've baked an indoor closed scene. I used the Adv Material Override to make an opaque window material emit light for the radiosity solution. Also I turned on Auto Exposure Control, increasing the Exposure Value spinner after the solution, to tweak the intensity. I ended up…
Hi. I'm new here so correct me if I'm doing this wrong. I have been trying to work with substance painter for several days now but I can't get into it because I can't bake my normal maps. When I try to bake a normal map from my high poly mesh the icon for the normal map turns black and I see no change on my model. I have…
Alright so adding more topology in places that require more detail makes a lot of sense. I did try baking a normal back when i was working on a rock sculpt, but the xnormal bakes always came out with a lot of edges whereas the one i made in 3dsmax was by far the most smooth. Probably just a mistake i made somewhere, i'll…