Hey there, I'm trying to bake a cavity map that looks like this: But for the edges of this gun here: Basically I just want to highlight the sharper edges in the texture. How would I be able to do something like this? am I on the wrong path with cavity maps? Also, I am not planning on a highpoly version of this, just…
Those UVs will not work for baking and texturing in Painter (or any texturing program). Most importantly, ensure no overlapping UVs per texture set (offset duplicate geometrys UVs to avoid errors with baking and non-uv projected textures/noises). Maybe follow a few tutorials first. Much success!
Hi! I'm currently developing an open world, action/adventure/puzzle game with an emphasis on physics and player-choice. The game world will be comprised *of islands of all different sizes, and environments. In a similar way as wind waker, you journey out into the world using your ship as your main means of travel.  You…
By default Zbrush can't bake matcap to diffuse map. Here is a link to plugin: http://www.zbrushcentral.com/showthread.php?170886-MatCap-Baker!-unofficial-Information-Installation
Anyone knows a functioning way to bake AO onto the vertex colors of an object within 3dsmax? All the old ways either don't work, or are incredibly buggy on Max2016. Tried a few scripts too, none of them work. Can't believe I'm scratching my head with something that should be so simple?
Hey everyone, So I'm having a problem with baking my high poly model onto my low poly, and was wondering if anyone has some advice for me. I've tried tessellating the mesh after I had UV-Mapped it, and while it has helped, i'm still having some warping issues.
Hey guys, I'm getting into 3D again and am once again having trouble with the basic shit. My topology (triangulation) is showing on my normal map after a bake, and I don't understand why. I am using averaged normals since normal split by uv shells is creating a lot of seams. I know I have bumped into this problem before,…
For the first model (the one with the black areas) I used smoothing groups to unwrap it, then when I was done I exported both high and low (exported form MAX 2017) as OBJs. I then made a Subs Painter project and when I imported the low-poly model to begin baking I noticed the black areas in it. I wasn't sure if it was a…
If you're faking it, you can texture and bake the model with complete transparency and with no transparency, bake a thickness texture, and use that thickness texture to blur the texture underneath by depth and control how opaque the top layer is.