Hi, My bake is confusing me can you please help me. I'm at 0.15 max front/rear in substance, and I've attached my 3ds max low poly to mid poly . I have highlighted the issues in blue. I'm so confused why are these places looking so bad? Thank you!
hiya so ive got a bit of a problem with baking a wall so here is the mesh: here is the UV Map: and here isa proper screenshot of the problem: now what i dont understand is it worked fine on the mesh before it i did everything pretty much the same so i dont understand whats wrong now here is a screen of the one that worked…
I'm still pretty new to substance. I get everything painted and looking the way I want in painter, but when I bake them out and import them into an external program (I tried marmoset toolbag 3 and redshift for c4d) I end up needing to heavily tweak the textures in those programs to get them looking right again. So one…
Hello, I come from a film background and recently have started learning game art and doing low poly model normals. Below is a bake I did in Substance Painter using my low poly mesh and high poly sculpt. I was informed that I should be using all soft normals after I got artifacts on corners due to hard edge normals: All the…
Good day. I am fairly new to identifying which props I should and should not spend time creating a high poly to bake down the normals to a low poly. I am planning on doing a few rusted car props similar to what you see in Metro and Last of Us games. I am wondering if the car props in Metro Last Light/The last of us use…
Hi everyone ! I got a quick question about normal map baking and texturing workflow I've read some articles about Normal map baking, and they all said that in order to have a clean result, I have to have Smoothing split, and UVs split on every hard edge for example like this box but for texturing purpose sometime I can not…
Hi everyone, so im having this issue where it shows the seam on the fingers i dont know why if the other seams dont show, i did the baking in marmoset toolbag 3 and it showed the seams in that program too, any insight? thanks you very much in advance
Hi guys. So I made a cylinder model and created a high poly version. After I made the projections and baked it, the occlusion and normal are distorted looking. I really am not sure what I am doing wrong. Can someone guide me over here? Here are the models: These are the UV's I'm using: Here's the Normal and AO: