Trying to bake a simple AO map but no matter what I do the AO has visible seams all over the place, I've tried using a turbosmooth modifier, as well as rendering at 2048x2048 with 64 padding but nothing is working.
You can bake nearly any map as emit bake type in Blender. There's nothing special about albedo, roughness, metallic and the majority of other maps, so just plug your metallic into an emission node or directly into the material output and it'll bake fine. You can also use plugins like ucupaint to make the baking process…
I've done everything to try getting rid of these, but all of a sudden Max2012 seems to have just broken on me. Render times are slow as can be, and now I'm getting these random dots. I've tried upping the resolution to get rid of these dots and sampling up and anything else I can think of. Not to mention this grid line in…
This used to be a topic on the boards before the crash that I would often refer to, but I didn't link it, and I think the method has changed since Maya6. So can anyone detail the steps needed to make a Vertex baked lighting textures in Maya to use as a layer on Photoshop... like I used to do in max. Scott
I've been trying to find an answer for this on google for ages. I'm still trying to get a hang of zbrush workflow but I find myself working in dynamesh and zremesher more than subdivisions. Is there a way of baking out the normals from a dynameshed subtool onto a subtool that you have decimated, or do you have to use…
Sounds intriguing but would you care to elaborate how do you apply this normalmap and what channel do you bake in to get to this endresult? Is this baker- or xgen-specific?
At the top of the page here: http://jokermartini.com/welder/ Also: Outliner Monster's Key Tools Monster's Gradient Map Baker JJTools Wrap-it Max Retopo Soulburn Scripts Labyrinth QuadSphere ProTrajectoryHandles ProSequencer aa Stone Wall Placement Tools Rock Generator Fracture Voronoi Primitive Maker Deform Edges Miauu's…
Hello everyone! I'm having trouble with baking in substance painter. A part of my high poly mesh is being "pulled" towards an area of my low poly mesh. Any suggestions on how to fix/supplement this problem? Thank you! :)
I'm looking to bake simple flag/banner nCloth simulations to export into Unity and having a hard time finding a simple workflow. Did find this YouTube: https://www.youtube.com/watch?v=fUpTu-uMFRo&list=FLNIoDs1UfhAnOmUg-SVNcvQ&index=2 But I'm having trouble getting the smooth skin to bind joints to geometry. Anyone tackle…