hey i just tried to do a test bake to make sure my uv's were a decent resolution and i just cant seem to get one part to bake at all, if i dont use a cage it doesnt bake anything, this is using a cage, if i bake anything else onto this wing it works fine its just this one bit of detail
I'm having a weird baking issue on one component on my model. I am unsure of what the issue is, this issue wasn't here before and only appeared when I re-baked the model. I have included images of the component and the cage.
The high poly does not have to be UV mapped to bake a normal map. There are very few situations where you will ever need to UV map a high poly mesh. A normal map is a 2D representation of the high poly's physical surface curvature in relation to your low poly's surface curvature and vertex tangents baked into the UVs of…
Is there any way to bake backfacing geometry? I've made some cloth wrappings that twist over themselves and now I've realized bakers bake the backfacing faces with either a flipped normal direction, or ignore them entirely. Is there a way to bake them as if they were a double sided plane?
ok guys.. after I used distance caculator tool the normal map goes correct now ------ Hi , I am going to created legs model and I get a result like this , seems that those 2 legs also bake for each other in marmoset dose any know how to bake normal in this situation? thank you !!!!!!!
There are so many types of metal, its hard to have one specific way to make it. But it almost always involves specularity of some kind. MoP and Eric have some great suggestions and you should follow them. It is also really important to nail down exactly what kind of metal it is your trying to make. What that metal is used…
I am not very experienced or knowledgeable when it comes lighting in 3dsMax. Recently however I am becoming more interested in creating 2D textures by baking geometry inside of Max rather than using photo sources. When trying to bake a blend map of 3D geometry onto a 2D plane I came across the following issue: I used one…
hi there right to the problem : i was trying to bake my normal and ran into some troubles. here´s what it looks like 1. highpoly with supportedges 2. "lowpoly" (not really the low poly, more the base i was going to reduce) 3. normal bake with xnormal, standard settings (i didnt bother to post all the 200000 failbakes i…
So basically I don't get my baked normals out correctly. I use xNormal to bake them. I have tried baking the normals with a cage, but it didn't seem to help much. It seems to happen where I made UV cuts. To describe my workflow a little for this model: I made the model in zBrush, retopologized in 3DCoat, UV'd in Maya then…
You can use a cage for baking in Blender if you bake with Cycles. I typically don't like to do that, though, as it's awfully slow on my machine, especially at the high resolutions that I'd prefer to bake at. There are a couple of big problems that keep me from using Blender as my main baker: first, no antialiasing, and…