Hi guys, I'm gonna render a high poly knife using Vray and with lots of details. For this, I need to have an AO map in order to use in Quixel Suite. I'm gonna use high poly in Quixel so there is no low poly mesh at all. How can I bake AO map just using high poly?
Hi guys. I made a macro that automates the creation of clown maps inside Zbrush. The macro assigns polygroups to all your subtools and converts the polygroups to polypaint. I thought this might help others when baking their ID maps. Later, Alex
Hello all, I wanted to share a Houdini OTL asset I've made and am testing out for the beta release. It also needs Substance Designer. The FREE VERSION OF HOUDINI (Apprentice) works FINE with this and the hair system isn't too hard to learn in 20 minutes. "https://www.psynema.com/houdini-procedural-hair-cards-game-meshes/"…
Hi, I’m trying to create stitches for my cloth. They are initially as a 3D object because they are just easier to place and manage. I want them to convert to textures through baking. It works but not quite. It doesn’t follow the UV of the object and currently they overlap. You can check an illustration of the problem here:…
hi guys ... i made a model (hipoly) and when i want to baking my normal map , she don't turn out good :poly127: .. i try and try but i didn't have some good result here is the progress this wath i got : ( she look so bad ):poly118: i really want to those black area go , i try to fix them but i fail .. any tips or something…
Hi! I have a feeling that's a stupid question, but... I have a landscape and a few types of the same building standing in it's center. Each type has some differences and could be switched by customer in final app. Question is - how to build a static lighting for that? I mean that all types are standing in the same…
first of all im sorry maybe i sound like an idiot asking this im quite new on this PBR thingy and just wondering how do most people bake a fake hole on their low poly ?? i mean albedo/diffuse map shouldn't contain any shadow information ,right ?
Those are some pictures of the problem. Has anyone here ever seen anything like this before? It is a Hover Craft that I am trying to do texturing on. I encounter this issue during the baking process. Every other part of the model looks fine except for the Hover Craft's Handle (see images above)
Are your UVs layed out in the 0-1 square? If they're outside of that, the baker will ignore them. Also, turn the sides of the lowpoly wheel into quads and/or triangles. Baking with ngons is asking for trouble.
I am trying to make a simple ground plane for a scene I am working on. I just want to bake out the diffuse as a selection map, hence the bright ugly colors. The red plane is UVed, but the blue rocks are dragged in and duplicated subtools. How do you transfer everything to the original flat plane with UVs in zbrush? Thanks…