So I have my HP and LP meshes. I currently have the area in question on the LP not conforming to the HP (the bolt). I was hoping this would be ok, it's not like I need it to be sticking out a lot in the bake as this is just a small part of a larger object. The bake is pixelated, might just be the small texture map I have…
Bake turned out great! personally I think the substance baker is a bit overhyped, but if it works, it works I guess. (personally I love the marmoset 3 baker :) ) Those last renders are beautiful, are those directly from Painter?
Hi. I want to bake my normals for a weapon model. this is highpoly model: this is Lowpoly model: and this one is baked model preview with xoliul shader: (baked using xNormal) hard edge UVs are broken but as you can see I still have strange results. I don't know why this happens but I guess strange borders near element…
I've been trying to texture bake my uvs but it aint coming out properly. Tried usin Bobo's technique of vertex baking but i couldnt get it working. then i found this tut http://67.15.36.49/team/Tutorials/Lightmapping/lightmapping.asp I prefer the soft shadows anyways, i tried it out and it does seem to work to some degree.…
All files attached (high & low FBX, blender file) Can anyone explain is there any set of rules i need to know before baking high on low ? Is high poly need to be bigger than low ? Do u need to triangulate both models before baking process ? Can "baking high on low" process smooth edges on lowpoly ? How can i improve my…
Hi there! I'm trying to bake my high to low and i'm having some issues around the suction cup thingys. The first image shows the tentacle at the tapered end of the mesh (which lacks detail, cause of less geometry.. but that's a problem for another time). The second shows the same bake but at the middle of the tentacle arm.…
I don't bake in Max mainly because I find the results of Max's baker don't look quite right in most circumstances. I can get a more accurate bake in XNormal or Maya. Those basically make the normal-map look perfect in their viewports, whereas the maps Max bakes do not look perfect in the Max viewport... for some reason. I…
Finished the low poly and the UVs. I'm going to try painting this in Substance Painter, which I've only poked at a tiny bit. Gave the baker a go in Substance Painter. I was quite impressed. Name based baking is awesome, and it was quite speedy compared to xNormal. I was pretty happy with the bake, figured I would share.…
Hi. I'm working on rather complex models with lots of heavy highpoly pieces. When building the low poly I like to go little by little, and do in between checks with a quick autounwrap and a test bake. Now this process is quick because I can divide the highpoly stuff into smaller chunks and save those individually. The low…
You should try the proper workflow of high poly -> low poly -> UVs -> baking (Marmoset Toolbag 3's baker or equivalent baker such as xNormal) -> texturing (Substance Painter). Because just texturing straight in PS doesn't cut it in these days.