Quixel doesn't bake textures. We just make tools that allow you to paint them. ;-) 3DO has a baker built into it, but it's not for baking high-to-low like you're thinking. For that purpose, you would need a dedicated baking tool such as xNormal or HandPlane Baker. Both are free (HPB being significantly better than xN from…
You may be confusing explode baking with not being able to bake due to massive polycounts? Zbrush still exports vertices so if the tool is 20 million polys then this is what the baker is loading. The higher the polycount of the high poly mesh the longer it will take Substance to bake. There is a limit to this and if it's…
Some baker / options have "until first hit" which would apply the (hmm, pls. correct me if I mixed them up) rear ray distance but kind of ignores the frontal ray distance. The baker just shoots the ray until anything was hit. If you invert the normals you bake 'inside out' and therefor the baker will not accidentally hit…
The biggest problem here is you've got holes and gaps in your mesh. The renderer doesn't know what to do with this sort of data, and its going to raycast onto something random. In your "This is how it should be" example, you have those pink normals which are just facing in some random direction, both methods you show there…
For hand painting perhaps you should also check out 3dCoat. Bit of a strange UI but it even has a smudge finger among its paint tools, in my experience very useful and pretty rare as far as 3D painters are concerned. They have a pretty affordable texturing-only version (without the bake functionality). I think Blender is…
@bitinn yes, Bake Groups + Ignore Groups in Toolbag should give you the best of both worlds. You can use baking groups to isolate the projection so you don't get projection errors when the baker casts on the wrong mesh (ie, from the pillow to the chair). Then, the Ignore Groups AO option tells the baker to use groups for…
Hi all, I'm having some issues with baking, the first image shows how the mesh looks in marmoset without any baking done yet and the last image is after baking the normal map. I tried increasing the size of the low poly so it covers the high poly but that didn't fix the issue. here are all the files…
@bac9-flcl Your model might be corrupted. Use 'mesh cleanup' tool under 'mesh edit' tab to fix possible errors, use it a couple of times to be sure. Do you have a cage? If you're using ray distance method, fiddle with different distance values. Validate that your mesh isn't exported with too small or too big sizes. Go to…
You might be baking with different settings than what the 3D viewer is expecting. By that I mean there are a lot of different ways to bake and interpret normal maps and not every baker does it the same way and not every viewer is expecting the same results. One of the most common issues when baking in Maya is an inverted…