I have this "problem" when baking ambient occlusion for these boots my current character project is going to wear. I have all the pieces separate which would normally cause artifacts on intersections, so that's set up for baking normally. BUT, I don't want the inner space between boots get occluded, because they are close…
Hi, I'm new to baking high poly with a cage and i'm having problem with x normal as you can see on this picture. There are strange fucked pixels. I don't understand because my low poly retopo is precise. Need your help guys. What must i do ? Thanks in advance. Massimo
As thread title, max is baking my normalmaps in greyscale in the same fashion as a lightingmap, despite clearly having normalsmap checked in the RTT options. Any help would be much appreciated. Example (Yes, I'm aware of the cage errors I'd just rather fix the more fundamental problems first) Render settings:
Hello everyone Recently I have been experiencing some problems when baking with Marmoset. Although all the other maps look fine, my material id always turns out blue and there is nothing I can do to avoid the issue. Can anyone help me with this issue? Thanks F
Dear fiends, I spend lot of time to make a good Bake Normal but it was effortless. I watched tutorials on YouTube, I do exactly the same moves with the guys but something goes wrong. I uploaded the photos of my project and I hope that someone could find what I'm doing wrong.
Hello! If someone can answer some questions and give some insight to a few problem that would be great :) First off when i bake my AO map it comes out with these black areas Also what are convexity maps? Here are some other maps incase they help :D Thanks a ton -Matt
I know with substance and other bakers you have your front and rear distance, but when I have a high poly model that has detail that is dipped lower I can grab the detail on bake by increasing the rear distance, but when I make a custom cage by duplicating my low and scaling it that seems to miss some of that detail. Can…
Hi guys, could do with your help again. Baking normals out from high to low as a bit of practice and keep getting strange marks on the render. The settings are pictured below along with the anomalies. Thank you!
hi we just got maya 8.5 (woot, massive step up from 6 hah) I was wondering if it has the same kind of projection baking you get in max- so for example if I have several high poly objects floating on a plane, can I render a straight diffuse of how those objects are lit etc onto that plane. I have no idea what itd be called?