Hi. Is there any solution to bake specular from xoliul shader to texture? Or can i somehow grab the "composed" texture (or just a specular like in 3ds max render elements) from video card memory?... Thanks.
if i set up my baking and reimport the same model with adjusted UVs, toolbag seems to still use the old uv layout, resulting in broken bakes.restarting toolbag seems to fix it though
if I understand correctly when using match by mesh names, it must bakes different piece of model separately, but i still have artifacts in place when 2 models are intersect
Hello, whenever I bake my 3d model I get some weird error at the border of the blade, does someone know what is happening and what to do to correct or prevent this?
Hello, what those could be due to and how could I do to remove? https://i.gyazo.com/a0956249c797f5b6e25fa18ac4bac482.mp4 HEre are the settings i used to bake : This instead is the Uvmap of my model : The empty space is to be filled in future by other stuff.
Hi, sorry form my English any way I'm new to 3d and i'm working on creating a (Fire Hydrant) i created the HP and the LP but when i tried to bake it in marmoset toolbag it's giving me this wired effect as showing in the photo below please can any one till me y? LP: HP: Thanks.
Hi, I'm trying to export from Max into Painter, but when I try baking the normal map in SP, I get a ton of errors. I thought I'd done everything correctly, is there anything that stands out? -Thanks in advance...
Hi everyone. Been experimenting with designer baking options. Have some artefacts on a normal map. They are on the boundaries of UV islansd as I understand. Using SD 4.4.0 Just cant figure out how to remove them. Any ideas?
Everytime I try it looks like a horrible mess, I have 0 idea how to bake a normal for a face. Any help would be appreciated, I have Maya, and Xnormal atm.