just for reference when you create curvature bakes with 3do baker will it bake out one then throw it though an algorithm or bake out each of the 7 different ranges to get better fidelity and avoid seam-based shenanigans?
I came across this a couple days ago http://www.zbrushcentral.com/showthread.php?170886-MatCap-Baker!-unofficial-Information-Installation which seems to make it easier and faster to bake down your matcaps in zbrush, but I have some questions, I haven't really baked anything inside of Zbrush before and in all the tutorials…
I spent the whole afternoon trying various solutions, including -object space map baked in xnormals from FBX with TB checked, converted in Handplane to TS -object space map baked in xnormals from FBX without TB checked, converted in Handplane to TS -object space map baked in Maya, converted in Handplane to TS using both…
Hello guys, I've been working working on a character and i've finally come to the texturing stage. The character consists of 3 different texturesets being the character itself, his hair and his eyes. I started to bake the textures of his hair and i didn't encounter any problem here. When i turned to the character and tried…
Hello! I have been using Maya for a while now and haven't had this problems with the baking of normal maps. But recently I've come upon some weird problems. Firstly: Exploding the mesh when baking does nothing. I have watched several tutorials on how to explode and bake mashes but can't make it work. What I've understood,…
Also Maya's baker is one of the slowest in the world, you will probably be able to export to XNormal, fiddle with the settings, do a few test bakes then do a final bake at double the resolution before Maya would even have finished baking one AO map...
I always normalise any normal map that has been edited in any way (even when just baking a x2 res. and resizing) If the shader doesn't support automatic normalisation (most engines do), then you can get things like scintillation etc. You should never have to renormalise a straight bake, because it should be baked with all…
Hi, I have an asset I created in Maya and is textured with a trim sheet in Maya. I took the asset in zbrush as well to add some damage and cracks and then tried to bake it on the low poly in substance painter. When I bake in painter, the baking is all over the place. If I go back to Maya and just layout my UV's instead of…
Hi TB v4.04 Watching the baking tute: 'Intro to baking' I thought the reason for bake groups was to separate mehses to prevent echoing. My model is made up of (groups of) objects that are far enough apart so as to avoid this. When placing these models in a bake group under one bake project this doesn't work. What am I not…
I'm having a bit of a problem with baking a normal map of an object. LowPolyCylinder is just a simple 18 sided cylinder, no modifications. HighPolyCylinder is a 48 sided cylinder with both the top and bottom edges chamfered 1.3 with 3 segments. I've tried to bake HighPolyCylinder onto LowPolyCylinder (I unwrapped…