I'm creating an assortment of assets but I'm not sure what is going on with my bakes. I'm baking from highpoly models, I've made sure every single piece is zero'ed in Location, Rotation and Scale and I've made sure the naming conventions for both sets are all correct and matching (_high & _low). It seems to be only the…
Alright, so I ended up figuring it out, but I wish there WERE an easier (faster) way. Just like in Susbtance, I wish I could just bake a Color ID map from Material IDs. But, this is how I did it from Maya LT 2016. * Made new materials and changed colors (important because Quixel only gives you hex/color info) * Went to…
So after a few tries with different methods, I used Sandu's which involved making a cage/offset bake (Geometry/Surface Normals in Maya Transfer Maps) and combined them together to get a clean result. I had to paint out some bits to remove any seams, ideally I'd like to learn a way to do it cleanly by I guess that just…
Im getting some pretty ugly normals out of the Substance baker. Ive started using substance primarily for baking since I love the high to lowpoly matching by subobject name, but the quality of the normals is pretty bad :( Is it possible to bake the normals in 16 bit? or is there a way to bake normals in 8 bit with…
Hello! It's likely that this issue is caused by mismatched UV splits and hard edges. Below is some documentation to help you determine what the problem is and what solution may work best. Review the information, test some of the solutions and if the issue is not resolved then try posting additional information about the…
In regards to triangulating, it's not an issue if you have 2 separate saves, a working version (non triangulated) and a triangulated version (baking). If you make adjustments or fixes do it in your working mesh (save it) and then triangulate and save the triangulated mesh to your baking file. The only reason you want to…
That workflow works for a certain types of assets and should be learned. However, it is VERY time consuming. So in conjunction with learning the high-low-bake, you should also learn the tiled_material-low-custom_normals workflow. I use custom normals on every object I make nowadays and rarely bake high polies, I just…
Do you mean explode by moving the individual parts out so the baking knows what detail to use instead of accidently catching details from other parts? cause usually that works for me and then i make sure the bake isnt shooting rays too far out to catch unwanted details. to make sure my low and high poly match i usually…
Hey again, So this has been bothering me a bit as I just can't seem to get it to work, should be a simple problem really though, I've done it before in MAX. I'm using Maya 2012 atm and I want to bake out a lowpoly AO, BUT I want to include normal map information into the AO bake. Basically because I often have a lot of…
I had a look at your file and there are a lot of basic things that you need to fix: 1 - the Geo: first and foremost, you just simply need more of it. This isn't the '90s anymore, we can spare extra triangles! :) Especially on the top part, and the curved cutouts on the base of the handle. There just isn't enough edgeloops…