hi everyone, i have baked my normals in Xnormals and i get this weird artifacts on my tires. My UV map is 2048 by 2048. AA at 2x. On the Normal map i included, on the bottom left is the UV space for the tires which all the 4 tires share the same uv space .
Hi guys I am new to this community and I'm loving it!!!:poly142:, I searched the forum and no thread that helped me to answer my question. Could you please say me what means to bake a texture? The only thing i know is that it is done to an AO, and how it improves my model? thx
To add to the above : if you want to understand this bahavior intuitively (that is to say : as opposed to wrapping one's head around the math and geometry concepts that are at the core of the calculation), then take a few minutes to prepare a few different lows with some of their islands rotated by different arbritrary…
I baked out my normal, AO, and height maps from hi to low poly in Marmoset. Now I've' imported all my meshes into a single Substance Painter file using an FBX and I could apply each of the the individual AO maps to the AO map layer or I could just add them as an additional layer for the diffuse texture layer. Any reason to…
Hello guys! Let's say I have a character model with body, armor and weapons. Do I need to UVmap these separately and bake separately? Can I texture them together in Substance Painter? How it should be done? How are you doing characters?
Hi! So I have a model that is linked to a spline via Path constraint. I would like to be able to bake this animation into actual animation keys. How would I do this? Hopefully I am being clear enough here! Thanks in advance! :)
Hi guys, I have this problem on all mesh i import into mari. While it paint a correct stroke onto the buffer once baked there's lot of strange artifacts ... Any ideas ? Thanks in advance. Massimo
Wrap mode painting works best with a plane that has no depth - the thickness to your plane is going to cause brush strokes at the edges to behave differently. Its also going to potentially cause baking artifacts if its not razor sharp (the baker will try to generate AO in those crevices). You can use array mesh to instance…
@Earthquake: For sure - if I were baking this down edges would be fatter and details would be exaggerated for MAXIMUM BAKERY. I also wouldn't do silly things like bake surface bump from the highpoly (unless for specific spots). But for now, for fun, I'll tighten up the graphics.