I'm working through a project and integrating Designer for the first time. I mainly do hard surface models with several moving parts, which I bake with xNormal via Chris Whitaker's Funky Xnormal Batcher. That lets me bake several LP / HP pieces and then combine those maps in PS with one button press (Generate PSD button at…
So this shape has 2 separate meshes in its hi-poly form. There is a prominent seam in the hi-poly that is created with 2 meshes that are next to each other. For the lowpoly, I tried to make a contiguous mesh. But that screwed up the seam. here's the what the hi-poly looks like. it is made up of 1 large and 1 small mesh:…
Feel a bit of noob here, and also kind of embarrassed to be contributing to the huge amount of baking threads that sit on Polycount. I spent a good day or so reading up as much as I could about normal mapping and procedures that are used. And tonight I tried baking down a high-poly gun I've been making. First off I did a…
Can you show your UVs? It looks like the search radius is a bit high, so it bakes the details off the model that are too close to it. You can try setting up a cage to see if it fixes it or play with the search distance. Lets say your hair mesh is a separate and named. When the rays are casts the rays might search to far…
I have been working on my roof, and I am considering two approaches to achieve results similar to No Rest for the Wicked. Since the game uses a top-down view, their roof tiles are quite flat because they don’t require much depth. However, this wouldn’t work in my environment, as I want it to work well from multiple angles.…
I tried it in Marmoset toolbag with ray tracing on a year or two ago and it was same as in Arnold for hard/split edges. But might did something wrong. Its a bit foggy now . Curious to learn if it works now? As of world space to tangent space normal map convertion you don't need handplane, you can do it in SDesigner baker…
So I'm having trouble with baking. If I have two tileable textures, one a stone wall and one a wood floor, and apply it to a mesh I can bake those two textures onto the same diffuse map(blender). Where I'm confused is what to do with the normals. If the stone wall has a normal map and the wood floor has a normal map can I…
In general you shouldn't have these small cuts in the low poly mesh, you should let the normal map add that detail. Instead you should add more sides (roundness) to the cylinder itself. Both of these things will help to make your bakes turn out better. These very thin strips of polygons are going to take up sub-pixel areas…
Hi everyone, I wanted to introduce myself and also share a project I’m currently working on. I’m Dan , a self-taught hard surface 3D artist, and over time I’ve mainly focused on modeling props for games. Most of my experience comes from the more traditional low poly / high poly / bake workflow, especially for smaller…
Hello there, I'm currently doing some tests with ropes, I made an insert mesh which I UVed in Zbrush and created a curve to make a rope brush. Now each section's UVs are overlapping to save UV space, but when I bake the whole rope in SP I get these seams. There are no seams if I just unwrap the whole rope in one go, but…