Hello Everyone, Over the past three weeks I've started the adventure of learning 3D modelling using 3ds Max 2018. For my first asset I'll be taking from start to finish, I decided to make a simple metal barrel; with which I've had a huge amount of difficulty producing a clean normal map bake. I've tried a number of…
The distortion is a natural side effect of mapping a trapezoid shape with a rectangular UV. Yes, you could bake the pattern from a model, and it would apply the right kind of distortion to counteract this. In fact, you could simply apply your NDO normal map to a subdivided model, and use that as your bake target. Edit: if…
hi there. about the uv map problem.. I'm not sure how it works in maya but if you merge the lowpoly together you can unwrap it onto one map. Maybe you can select all objects and unwrap then. In max this would work. The most basic info is: you have your uv / texture space and the unwrap of every single object may not be…
Hi, I have a low poly strap which fits around a pole. The inner-facing (unseen) polys have been removed like so: The high poly still has its inner-facing geo: If I were to try baking the normal map now (without removing the hidden polys on the high-poly model) would it produce baking errors? **I would do a quick test but…
Try these exact steps and you should output a perfect bake from SP: The usual basics of good uvs, triangulated mesh, high-low matching closely. Apply averaged smoothing to your model in Maya(in Max this would be a single smoothing group ) Export .fbx with smoothing checked and tangents/binormals UNCHECKED Import to SP and…
I usually do it this way in Blender thanks to re-mesher and data transfer modifiers. Max can do it too. Maya probably too In many cases you don't even have to mess with hi to low poly baking ray distances or cages. I bake object space for remeshed . Then apply the very same texture to low poly and re-bake it into tangent…
Hey thanks for the compliment! I have not exported them to any game engine just yet, I have a bunch of trims I still have to do so I plan on making some modular meshes first, would like to have an environment that is more 3-dimensional to judge the lighting effects off of and whatnot. I guess I could still try porting them…
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…
Hm, where did you read that? from my personal experience, No it doesn't. I've baked dozens of meshes rigged and exported them and they have a synced tangent basis with maya. Simply put, workflow wise I'm sorry but synced tangent basis single smooth group is easier and looks the same if not better, and typically has a lower…