Subscirbed for marmoset because of this update, have no prior experience with toolbag though everything looks pretty straightforward. Had to spend some time figuring why textures look downscaled and blurry compared to SP. Turned out had to import roughness in tga, and activate rgba for albedo. But have a problem now a…
I feel like we established the aim a while ago, I have also explained twice the reason things are behaving correctly and as expected. The title was meant less in a way of "correct" or more in a way of "desired", since making the title and first comment my knowledge of the situation has grown. Originally I thought what was…
To use name matching, simply name your high and low poly meshes appropriately, and then load the meshes via the Quick Loader in the Baker object properties (the Load button inside the Quick Loader tab). As for exporting out of Max, there shouldn't be anything special you need to do. Just make sure you're only exporting the…
I have high poly model in zbrush and i have low poly model that i got when i used topogun 2 TO RETOPO ---- Used UNFOLD 3d to get uv mapos on low poly model and got uv ilands (as mutly tile UV-s) UDIM-s ---- So now i need to get maps like normal maps etc so i can take those in to mari. As it has UDIM-s /multy tile UV-s this…
I missread the OP. :# I think he meant inflating low poly. It's what I meant. Doing it to Hipoly is indeed weird. Inflating low poly along vertex normals to bake world space normal map on the other hand is where low poly itself become the cage . That way it works in many renderers that are not supported by regular texture…
Thank you so much @Treidge, that makes perfect sense! You've taught me a ton about baking and normal maps; your diagrams and explanations were great! I'll have to put more thought into my high and low polys next time :p . @musashidan, I was able to achieve a pretty solid bake with an all-soft low poly as well. I guess I…
It looks to me like you're using a distance based method of baking your normal maps. You will get much cleaner results if you use a cage based method. Pretty much everywhere you have a UV split you need to create a hard edge (General rule of thumb) this will make sure your edges get the correct amount of padding and the…
"I've read that you shouldn't do that" Says who ? "Baking normal to duplicated mesh with different UV" Try to be as clear as you possibly can. You are barely making any effort to describe your problem - no pictures, no examples. Do you mean that you have a model with its normalmap, and another one wich is a duplicate of…
Hi! Yes, it's the "Mark Sharp" command. With objects that have angles of various degree, I like to set the autosmooth to 180 degrees (all smooth) and then manually mark edges sharp where it's necessary. Due to the Auto Smooth angle in the "Object Data Properties" panel being greyed out in your image, I think the mesh might…
I made this simple model a little while ago for a game jam and I'm revisiting it to make a hi-poly version to bake down to a normal map. This will be the first time I've done this and I'm hoping some one can take a look and let me know if their is anything I need to do to prepare it. Thanks,