Hi I need software that can bake a lightmap as a texture that I can export. something fast and simple; it doesnt need to be very good quality. Why? I need to do some "de-lighting" of a scanned 3d model - incase you dont know, that means capturing the environment of a 3D scanned object (usualy as a panorama), and applying…
You are apparently trying to "bake".. but from what? we don't know. But assuming the high poly has good shading, there is no reason why baking a normal map to that geo and UV couldn't go a long way to compensate for that type of smooth shading looking ugly. Addionally, I would be worried about how the model is…
Hello everyone. I have a problem with baking maps in marmoset - normal map and AO map. It this thinn metal cage object normals color seems to be very strange. Low poly and high poly models almost identical so there must be much more flat blue color in the map like in the other models. Normals direction is ok so I dont know…
Hey guys! I'm having a problem when baking the AO and normal maps of this "rockface" mesh. I get some weird lines and I cant figure out how to fix it... Before anything: - Its not the low poly mesh protruding through the high poly (lines dont match with the low poly version :( - Not a hardened normal problem either since I…
Hi everyone, I would like to know how to fix this problem of AO i Marmoset 4. The baking of each part is in different folder, is not the same to avoid problems, normal map works fine but AO i have this issue, some tip to fix it? Thanks a lot!
Make your UVs NON-Squared (1:2 oder 2:1). After laying out your NON-Squared UVs, stretch the NON-UV Layout to full 0-1 UV Space. So that you have stretched UVs. I import then to Substance Painter and Bake. After exporting your Bakes you can make them in Photoshop 50% in Height or Width and you have your non-stretched…
hello people, I've just tried to bake normal map for the first time in marmoset, and it came out like this I got a correct one with another stone model, but two of them have problems, as you can see there is a bad artifact of my uv wire frame there
As most of you know, I've transfered some textures from one channel to another using that method: and the final result is perfect But look what happens if I bake a map with little flakes in it: They appear horribly stretched. I just can't figure out why this is happening.