Hey, i tried to bake a mask model ive been making recently and one of the peices comes out weird. I've tried to mess around with skewing and the cage size but nothing seems to fix it. Any advice would be amazing thanks :)
i dont know what im doing wrong but i just cant bake highpoly details into lowpoly. i keep getting this kind of artifacts here, tha edges dont get softer. Does anybody can help me with this?
Hi everyone I got problem with baking normal map, becouse when i export my object to marmoset at LP model i got hide(disappearing ) Rail. I check face orientation and its fine and merge vertex its too. But on HP model everything its working fine. I dont know what its happened. I send screenshot. Please help
Hi guys, do you bake all of your objects even if you dont have a high poly? I understand this catches lighting better, but is it worth the textures for at least a portfolio piece?
I've baked my model from High poly in SP, but it has weird artifacts of chamfer in edges.I've made UV seams in hard edges, but this didn't help. There should be Soft chamfer, but instead there is a weird hard and soft chamfer mix. There are some info about model in pinned photos: 1st photo: chamfer artifacts in SP 2nd:…
you can tell it to import normals, normals and tangents or construct them in engine. if you pick that option the mesh should be flushed through unreal into the bake to make sure baker and unreal are in sync. but it should matter if static or skeletal mesh, you have the same options
Just finished the highpoly model after sitting on this model/scan for over a year. Figured it would be a great way to start experimenting with UE5 and Nanite, and seeing if I can texture a high poly model and have that bake down to the lowpoly, kinda do 2 work flows at once and compare. Highpoly is mostly done, need to…
Hi guys! My name is Nikita, I'm making a Dbal a3 laser model. With working mechanics. It will be animated and show how its mechanical base works, etc. I originally went with the CAD (Plasticity-fusion 360) pipeline - export via Plasticity - to Zbrush (finishing High poly) - blender (creating low poly) - marmoset baking -…
Substance batch tools were designed and are used for precisely this purpose. I wrote a little wrapper program for them in c# that does my bakes for me and I know there are a few others floating around. The new automation toolkit makes this sort of thing a breeze though so I'd expect to see all sorts pop up for download…