just try it out why are you worried, ddo uses curveature information to do its edge highlight and damage effects. so just model, uv it in a sane way, than run the script for textures borders to hard edges, and bake. and maybe try and bake a good curveature map out too with your object and tangent space normals and ao. the…
You may have baked with "Marmoset" tangent space, which can be seen from the bake settings. It's unique to Marmoset itself, and is not synced with other rendering engines. Set it to Mikk / xNormal, which is supported by Substance Painter and many other real-time game engines. I also assume your low poly is triangulated…
Hello, I am trying to bake some normal maps in 3ds max but I am getting a problem when I take them into photoshop and save them again. Here is what the normal map looks like straight after I have baked it. here is what it looks like after I have simply opened it in photoshop and then saved it out again. and here is the…
Hi @Eric Chadwick Thank you for your feedback. Yes the interior projection has a slight offset as my spacing of each room doesn't quite come to an even square so i had to offset it slightly to a more rectangular shape and maybe that is causing some slight distortion in the parallax effect based on the viewing angle. In…
~ Okay, I'm bored of looking through the wiki, and the sticky'd threads now. I can't find what I'm looking for I'm hoping I could get some help? Are there any images of normal maps that are generated from flat images (e.g. crazybump normal from a photo of bricks) compared to normal maps that are baked from a high poly. I…
Hey guys, when baking normal maps in marmoset I usually select the 16 bit format option(32 bit causes my old laptop to close Marmoset lol) as when I select 8 bit I notice some dithering after the bake. But I have heard that 16 bit format is not always the best way to go? Or is that when exporting out the texture maps out…
Still learning Maya and SP baking tools, could use some help here... I've created a cage in maya by duplicating my low poly mesh, then I selected all my verticies and did a normal push outwards. (see image) Here are my export settings. I'm exporting out as an .fbx and triangulating it; is that the correct method? . . Now,…
Hi guys, This is an awesome website and i'm thankful for all the tutorials posted. I'm still new to modelling and texturing and I need some help. I'm trying to texture a mountain like this: Just like it looks in Wind Waker Outset Island. I can tell that i'ts just one pattern repeating itself around the whole mountain or…
When i Bake normal maps through Ultimapper, all i get in the texture is black. It happens when i try to bake any map weather it be AO or Normal Map. I've tested this on a cube and have gotten the same results. My low rez mesh has tangents and ultimapper applied. Any idea why this would happen?