heya guys (and gals) i used displacement approx modifier on a hipoly object and though it renders fine, when baking it doesnt work! does anyone know something about this? the displace modifier might work but i get horrible results from that...
Hey, thanks! I baked it as a TIF from xNormal, which automatically saves as 16bit. Looks like those artifacts are gone now. Is it customary to bake normals to TIF format?
Hello everyone, Im having trouble baking my normal map. Everything looks amazing except each time no matter how much I change the settings, I keep getting this weird black pixel markings on it in certain areas. They arent even edges either. I posted a pic to show what I'm referring to. If anyone can help it would be much…
Project UV from the plane to those small objects . Bake object /world space normal map. Apply it on the plane only and re-bake it to tangent space . Not a single click although . Also you could just double the plane, select the original, shift it a bit and use the rest as hi poly object plus another copy of original plane…
If I've setup a scene in 3dsmax using a bunch of instanced objects is it possible to bake a lightmap for this scene in max to use in Unity? I'm thinking you cannot because the instanced geometry needs to be given unique uv space on the atlas, and that's not something you can do in max and translate to Unity? Has to be done…
For some reason i have got black parts on the object when I apply the normal maps. I'm guessing this is from the normal map as there are no other textures applied. Here is the highpoly. And what the cage looks like. It is all a simply bake really. The texture size is 2048 x 2048, and below is the template.
Hi, I'm trying to texture a bust, but am having trouble with the eyes. When I bake the textures the eye contains a mini face of the bust. In maya, all objects are as close as possible to each other before I imported to substance. I've adjusted the rear and front sliders, but still no luck. Any advice?
Does anyone know how to avoid seams in your textures when using "convert to file texture" to bake lighting in Maya? If it would overdraw by a pixel or two that would save a tedious hour's work in PS fixing it. I'm still using Maya 4, BTW, but if there's a way to do it in later versions I'm still interested as we're…
I'm having some trouble baking the following meshes: As you can see, theres a nasty artifact. No matter how much i futz and mess around with the cage I can't seem to get a decent result. Can anyone give me some pointers?