* Hello, I have a strange problem that i cant find a solution on the net. When i am baking maps in some cases painter cant find the high poly URL on my comp. I have a model that is separated into many subtools in zbrush, i exported them all with fbx exporter. It seems that painter randomly cant find this high poly meshes…
Hi! I was wondering, how would you guys put this in the game engine. Those curved leaves are an absolute pain. Would you bake the whole thing or each leaf separately? I'm trying to get to a reasonable polycount right now with this model and it doesn't look good.
Hello, Maybe someone also had this problem, and could help to fix it? The cage is going into mesh causing baking errors. I have tried playing around with min/max offset values and painting, but did not have any success. I hope the image is clear enough.
Hi Noth, We try our best not go down the road of criticizing other people's software but here are some of the things in Knald we are generally proud of within our baker: * Our AO, Transmission & Bent Normals baking is incredibly fast. * Our AO, Transmission & Bent Normals are fully interactive meaning you can adjust the…
Luminance should be under "Something" Common Output > Bake Alpha > Luminance or something like that, sorry cannot recall it correctly. I think it also has a mess of it's own with Mental Ray needing enabling. I'll check real quick and see how Custom Shaders work... EDIT: What about EXR file? Do they bake out in 32bit?…
Hi, I baked my mesh in SP, and when i import it to unity i see some weird shading going and when i check the normal map i see theres a gradiant on flat surfaces. i don't know where i am messing up
Hi, I'm having some trouble with baking my normal map in 3ds max and I've tried to fix it myself but google is not my friend right now. Well, the problem is that when I bake it totally cuts off the top part of the map and it only shows up blank. I'd really appreciare some help on this since I'm totally lost about what I…
One has to distinguish: Signed distance fields or functions does define some volume. Ray Marching is one possible algorithm to compute SDF's. Another possibility are voxels.. even if "rastered". One may say that the (original) metaballs are a very simple version of SDF.. only some radius around some ball centers…
I am trying to model a transmission tower and I want to make these powerlines using a transparent texture. Am I going to need a bunch of line segments in the plane for the texture to work because the image is stretching? I want this model to be used in a game engine so I don't want much polygons on the powerlines. I…