Hey guys, I could really use some help here. I've recently started working with normal maps and already spent quite some time with the whole normal map baking topic. Today I found out about cages and how to use them, but this is where my problem comes in. The edges of my low poly object (with the normal map applied) look…
Hi, I got some issues with the normal baking. I have already read all the wikis and tutorials that has been shared here, on Polycount but couldn't find any relevant. https://www.dropbox.com/s/6orflzkp1a21ho6/Screenshot%202014-04-24%2017.12.03.png So as you can see on the picture it doesn't want to grab the outer sides of…
Hi All, I am trying to bake 16bit per channel normal maps in maya. So far the only way I managed to do this is by using the transfer maps and baking out to .exr format. This gives me 32bit normal maps which I can convert in photoshop to the correct format. I am only worried about compression on these .exr files since they…
1) MentalRay messes up the padding if you have more than one map output in Render To Texture. So bake each map (bump, AO, diffuse) one at a time and only have that one map in the output slot. Its a pain but its the only way to get MentalRay to correctly calculate the edge padding, which it looks like you need more of... 2)…
I have simple mesh. I first used UV master to create UV on it, and then exported mesh, to external map for further tweaking (seams). After that I imported the uv maped mesh, and used UV master to copy UVs from imported mesh to my original sculpt This is how UV map supposed to look: And now simple displacement bake: I think…
Hello. I need to bake a wireframe texture that only contains the hard edges of the model. I can't seem to get the UV snapshot tool in maya to only bake hard edges. Even if I isolate the hard edges in the uv editor when I do UV snapshot, It shows every edge of the model. I could print screen the uv editor, but that's very…
http://www.polycount.com/forum/showthread.php?t=107196 Start with this thread, it is a very good overview of edge hardening and baking methods. Andy Davis gave a great talk which covers some hard rules of baking normal maps and some of big no-no's to look out for. https://www.youtube.com/watch?v=OONQzKcWeMY Learning to…
Yeah, a complete map will bake out pretty much exactly what you see in the render window so light the scene as you want it to look, bake a complete map and stick it on your mesh as an emissive/glow with no other maps. This is from when I made a guitar+amp for Fallout New Vegas, the light in there is all baked. (though in…
Just re-checked your images, and I think the error is a projection error. You need to use a projection mesh (cage) to avoid those errors. The best possible baking tutorial is here: https://www.marmoset.co/posts/toolbag-baking-tutorial/ But still, you should check your normal map errors in a game engine to see what's…
So, i made an asset. it consists of 7 objects. I named them to bake by mesh (a_high, a_low.. etc). And generally normal was baked fine , but when making AO with self-occlusion it was good except those places under the cap\roof of the model. there are white lines - they shouldn't be there. AO stops there for whatever…