Can't say I've ever had that, but I don't bake in modo. When you mirror are you enabling merge vertices? If not, try that. If welding/mesh cleanup ruins the UV's for the mirrored piece, then you need to use the Vertex > Merge option (not the Merge Tool) with an fixed range. Could you do this without mirroring the highpoly?…
Hmm, I didn't think of that. I've only used the technique in a lowpoly workflow. In Transfer Maps you can bake the highpoly diffuse color to a lowpoly, but I'm not sure if it works with vertex color. If it doesn't then a potential workaround is that you just do a quick automatic map on the highpoly and do the whole vertex…
my workflow for this is as follows. Look at the subject matter and work out where all the parts physically connect. You should never try to make a highpoly that is segmented in reality out of a single mesh. it makes it 10 times harder. Next I do a blockout with simple geometry, if its practical i refine the shapes a bit…
The slide is confusing. The "simple UVs" you are talking about are related to the lowpoly tiling strips used as decals on the final ingame models. This probably has no relationship with the way detailing was done on the highpoly sculpts (using displacement, the direction of which is controlled by the UVs of each element of…
Yes you can use the Cage Editor for projecting the high poly to a plane. Basically you place the plane right in front of your highpoly and let the cage reach behind your highpoly. Heres a little picture to show(i know it´s kinda messy, i hope it helps regardless of that) This is Sideview. Actually the plane can be nearer…
Hello to eveyone! I keep having some strange error in my maps when I bake in Marmoset (or even other baking softwares). Want to bake a Alpha Mask of a chain mail made in Zbrush with Nanomesh, on a simple plane. Seams easy and it should be, but it continues to add some other "geometry" that isn't in my highpoly. Here the…
Hello everyone. I'm having a problem while baking material ID map in marmoset. I'm importing lowpoly and highpoly models in marmoset and dragging them in the required slots of baker. All the maps are baking fine exept of Material ID map. It goes just blue. I can't understand what is wrong? I assigned different materials to…
Haha too right! My friend told me off about that since I never got my hands dirty in a warehouse job. I will be adding a handle to the Jack Pallet aswell to the top of the steering thing, I think It's a steering wheel? FML... I have been learning more about the highpoly topology and how important it is, I've also been…
No, everything doesn't have to be highpoly. High poly is just for baking. So if you want to capture detail and silhouette edges to a normal map you'll need a highpoly. Unless of course you just create a chamfered lowpoly and add the normal details in something like NDO or Substance. I recently heard David Lesperance(well…
A more detailed explanation is the surface normals of the cage dictates the angle in which the high poly is captured. If the lowpoly and cage are completely flat, the highpoly will be captured as completely flat. If there is a flat part on the low poly that leads into a sloped area, you'll see on the smoothed normals that…