Hello, I am trying to bake some normal maps in 3ds max but I am getting a problem when I take them into photoshop and save them again. Here is what the normal map looks like straight after I have baked it. here is what it looks like after I have simply opened it in photoshop and then saved it out again. and here is the…
Okay I see the problem, when you say Bake Group what you mean is Baker Object. What you need to do is use a single Bake Object and put all of your meshes into different Bake Groups. Bake Groups in this case are the folders named Arms and Hand, while the Baker Object is the object in the scene which contains all of the bake…
Alright, first of all, your UVs are still far too compact. Space out all faces that go beyond a 33 degree angle. Give them 32 pixels of space from other islands in a 4k texture. 16 in 2k, 8 in 1k etc. In painter make sure your bakers look like this: High and low poly: Bad UVscc: Good UVs: Second you're too aggressive with…
In my experience, having a perfect bake without any artifacting is very difficult to achieve. You can sometimes cover it up with a trim piece or intersecting geometry, but in your case, your assets are out in the open. A few things to do are to really try and maximize your second UV set to the best of your ability. The…
I just wanna ask if there is a way or it is a specific method to bake the material or the shader by Render to Texture in 3dsMax, or Maya. I used Mental Ray for example, moreover I've just come up with this idea and here are what i've done for making this thread. So if there was anybody having mentioned this before or this…
Can't help with Blender, but you should definitely name your thread better if you want to get help. Like "Blender and Xnormal - normal map baking errors". Or "Blender and Xnormal - Baking/UV issues". Titles like "I'm a noob plz help" won't make much people checking in. Good luck!
You can bake it in Designer. When you add a baker just select the "Transfer Texture From Mesh" and then in the baker parameters there is a place to add the texture that the high poly uses. Alternatively you could take the High poly in Zbrush and divide it to the correct subdivision for the texture and transfer it to…
Hello there, I am trying since weks now to understand why I am getting weird results on my normal bakes. I am taking the lowpoly OBJ from a game where you can download them to reskin them, the UV map is already done. The Lowpoly mesh looks like that: I want to add different details to it, So I tryed many ways to make it…
Bit hard to tell from your screenshots but my best guesses are a few things: * The islands on those problem areas aren't straightened/are rotated, so therefore are receiving a lot of aliasing and stepping * Make sure you are baking with padding, atleast 8 or 16 px padding will do * Your resolution/texel density is too low,…
Hi there! I'm baking in TB3 for the first time and I've a got a problem. I made a column and one part of it is a simple plane. Now as you can see, when baking the normal map, I get these artifacts on the edge. When I turn padding to "none", this artifact also disappears. I also baked a quick AO and I get the feeling that…