Great, it works, but I don't like how looks hard edges, could you tell me how set the cage and other options to bake better hard edges normals? This cube is a test to learn how bake hard edges normals maps because I created a mesh with many hard edges and I have problem to normal mapping it.
Is it possible to import highpoly model so that its normals smoothing angle is 1 or less. Thing is, I decimate a model in zbrush and it creates a lot of triangles. It looks fine until marmoset 3 average normals on import which creates lots of small shading artefacts on my bakes.
Hello Everyone. I'm currently making a series of floating islands and I'm currently documenting my work in progress on Sketchfab. Unfortunately after uploading the current FBX file which includes all the vines you see in the picture below. As you can see in the sketchfab link It's uploading at 16.4 million polygons. I'm…
Hi everyone) I have materials set up for each colour in my high poly model in 3ds max(so later in substance painter it would be easier to use it for masking) But sub.painter bakes it with one uniform red colour(instead of 7 different as I have assigned) See the screenshot. Both low poly and high poly models are exported in…
Hey I cant seem to find any information on this problem. I have noticed it been doing it on different models and this isn't the first time. I bake my models in xNormal but when I use xoulis shader I notice tiny lines such as this. I checked my normal map in Photoshop and although you have to zoom in to see them, the lines…
Hello guys, I'm working on completing one of my first models ever and ran into a snag. My normal map looks horrendous and I'm not exactly sure what I'm doing wrong. This here is the picture of the high poly model. Here are the Low Poly and UV's I then proceeded to bake the High Poly suit with Xnormal, and got the following…
I've been looking around for a way to convert Maya fur to a texture and can't find anything. Most of the fur I'll be using is short and lays flat, I'll use planes for some longer areas. Right now my only solution is to use the mopKnit script to make a flattened version of a model and render it flat. But then the seams suck…
Hello, student here. I'm having difficulties with baking my normal map for a school assignment. Been trying several different settings such as for example ray distance, 3d cage, minor edits to the original mesh but the results always end up looking about the same as the picture below. Having googled for hours at this point…
I have the hardest time baking a smooth object to a low poly unsmoothed object. The best I've done is apply beveling to the edges of the low poly, and it helps a bit, but there are still artifacts and the added polys. I've been searching all day. Here's the high poly on the right, low on the left. Any advice would be…