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…
This is a complicated question but let me take a crack at it. It helps to think of the Skyshop Sky object as another dynamic light in your scene. Objects with lightmaps can still be lit by other lights in the scene; think muzzle flashes, vehicle headlights moving around, etc. All these other lights are added on top of…
Yes, this is why it's important to set the Tangent Space to Mikk. Sorry if I wasn't completely clear, but you need to set the Tangent Space in the Baker Object and rebake. Also, make sure your low poly mesh is triangulated before importing into both Toolbag and Painter. If not, the quads may be triangulated differently be…
Zbrush doesn't have a built in way to bake your matcaps into your diffuse map, but there is a plugin called MatCap Baker that Joseph Drust made which will allow you to do it. Take a look and see if it will work for you. You'll need to bake one map for every different material you're using, so you might have to do some…
Well the first thing is that, as Zepic said there's an older version of an tangent based calculator for xNormal. But as already mentioned it only works with one specific version (the link says it). But on the other hand I had no trouble baking stuff with xNormal, everything looked nice in CE as I wanted it to look (using…
Hello I 'm a newbie at marmoset toolbag and I have a problem regarding baking complete lighting as It bakes the front of object and the back remains black.what i'm doing wrong ,can you help me please to bake all lighting. This is what the objet looks like from the back with texture on it.
So what I'm wondering is how the Substance bake comes out clean with little effort required The reason why both Substance Painter and Xnormal bakes come out clean and require little effort is because they both follow an established convention, internally consistent between their baker and their viewport but also now widely…
Hello, I am trying to get good bakes with a model to make sure I have a good workflow and I just can not get a good bale when trying everything even cages and it is just this one piece, the first piece that I am having issues with! Please any one with any knowledge on what I am doing wrong I would really appreciate it!…
Here’s another update for this week. :) I’ve spent some time iterating on the rocks, with the goal of making them feel like they belong to the same environment. I focused on keeping a consistent shape language and making them read as if they were formed from the same type of rock, inspired by my reference. The idea was to…
Hello to all, im new to marmoset acutally its my first bake, but i aint new to using 3d software. i have this issue for a couple of days now and ive tried so many things with no luck. i was working on the model and it baked fine 1st time and i was able to export it on substance only later i found out that there are…