Hi, I have a problem with baking normal. It's about wire bleeding(Can I say it wire bleeding?). As you see the photos below, some lines which came from low poly have been drawn on normal map. I'v baked it out in Substance Painter. I guess setting multiple smoothing group would help for this issue but I really don't want to…
Hi all, I'm having issues with baking my Normal Map properly for my chair prop here in Substance Painter. I don't know what these weird lines are and everything. Everything else on the model seems to be alright, but I can't figure out where these are coming from. Is it something that I need to do with my low or high poly…
Hello polycounters! This is the premise: I'm trying this new workflow for medium/large props. In short, what I'm trying to do is bake the least amount of normal information from the highpoly to the lowpoly, and then stretch/duplicate/mirror the various pieces to form the desired mesh. I'm using separate id channels for…
if you are going to use green channel of normal map, i suggest baking an object/world space normal map for that since it is pure highpoly information rather than tangent space information which can have weird triangulation shading due to vertex normal. but to address your main question, you can add highpoly information…
In my experience, having a perfect bake without any artifacting is very difficult to achieve. You can sometimes cover it up with a trim piece or intersecting geometry, but in your case, your assets are out in the open. A few things to do are to really try and maximize your second UV set to the best of your ability. The…
I've baked the polypaint from polygroups before and not had this problem before. Not sure why I'm getting it now. The gradation only becomes more intense at lower sub-d levels. I would have these at top sub-d levels to get the least amount of bleed but I want to combine about 6 subtools and after that the file size would…
Hello guys ! Does anyone know how I can mitigate the damage to my bakes (all of them, not just normal map) when baking from high poly objects that have gaps and you don't have the polygon budget to compensate? I've illustrated the issue below: This is particularly frustrating when the object is against another and the…
before i begin texturing im supposed to bake a normal map from the high poly? But when I begin texturing in photoshop, I often end up with a defuse map made from textures taken from photographs (not sure if thats how pros do it) and that can be converted to a normal map. So which one am i supposed to use? the normal map…
Hey, as far as I am aware Maya's tangent space has not changed. The way Maya calculates normals changed I think (it now defaults to face weighted), but that shouldn't affect the tangent space. To get the best results when baking, you're going to want to make sure the mesh is triangulated before exporting to Toolbag. In…
Hear ye, and behold yet another 3D pipeline issue! As you can see, the high-res mesh I am baking has non-detailed spots where the corresponding UV islands are stacked, so that in theory Xnormal will render the details from the high-res to both parts of the low-poly (All in the name of saving UV space). This clearly works…