Part of the high poly details is baked on the top of low poly model and part is not. My cage covers lowpoly, on uv this shell is overlapped, but i don't think that it causes this problem. Also i can't paint skew on unbaked part
hey specter i had your problem a while ago, there are tutorials i believe on the autodesk area site for cat which explain just this. what your looking for is global weighting which you need to keyframe NOTE: local weighting allows you to define the weights of a layer on specific bones it helps to enable layer rig coloring…
Hey everyone, I'm not new to 3Ds max and modeling but I'm new to optimizing for games and so I don't know all that much about normal maps, I'm trying to bake my high poly turbosmooth model onto my low poly model on substance painter and I'm getting really bad artifacts with weird coloring all over the place near every hard…
Hi, I am working on a project where we are limited by polycount budget (because it's a Sims like builder game, we need to be conservative with polycount and texture). And one thing I am doing, is to use hard edge on models to maintain silhouette, and use a higher poly model to bake smaller bevels onto normal maps. For…
Is it possible in 3ds max9 to vertex bake light information onto a model that has already been textured, to display the shadows onto the texture??? Thanks! -Buddikaman-
Hello, I wanted to ask You for Your help with baking normal maps. Let's say that I have hipoly similar to this: And I want to bake this detail onto this low poly model: Notice that this boxes in low poly version, are not connected to bigger box behind them, they are floating geometry. And another screen with some colors :P…
Hey all, I'm pretty new at baking models here, and I'm having trouble to where the seams are really showing through my normal map...is there a way to where I can paint over the seams to make it look as seamless as possible, or should I try attaching the UV's together to make it seamless Thanks!!
hi everyone, i am trying to bake the hair in marmoset and it is giving me a a lot of issues, a lot of artifacts even painting the offsets (only this part of the hair) how would you guys approach this? thanks in advance.
I'm creating a "how to make butterflies for a videogame" tutorial. Butterflies similar to those found in Skyrim or the recent butterflies found in unreal's blueprints demo. My current train of thought: Model/texture/UV Butterfly > Animate > Set to Particle Effect I am very new to animation. I'm usually just "the modeller".…
I'm using substance painter to bake the high poly onto the low poly but I'm trying to get all the detail inside. When I tried it this way it looks bad..... So I was just curious how you guys might go about turning this high poly model into a smaller one? Should I hollow out the center? Should I bake the middle prongs and…