Thank you for taking the time to try some test bakes Nicolas. The problem you show is definitely not what I expected, nor can I reproduce it altering parameters inside the baker. Are you sure you exported the normals correctly when you grouped the highpolys as an fbx? Stranger still, much like you said the artifacts that I…
They're separated out two two different sets of vectors, essentially. One used for the baking an object space map (uses the cage), one used for converting the object space map to a tangent space map (uses your low poly's normals). The baking process raycasts out along the cage vectors and records the normal of the high…
Hi! By overlap, I meant one part (for example jacket) having UVs overlap with itself due to the generative modifiers (mirror, solidify) - not UVs of different character-parts overlapping (jacket and pants for example). Here is a quick walkthrough how I checked with the jacket: 1 - UV Sync Selection is enabled in UV editor,…
Hello everyone!! This week I’ve been finishing the high-poly model. I then moved on to retopologising the organic parts, whilst leaving the hard-surface parts at mid-poly. I also created the UVs, settling on 6 UVs in the end. And I’ve carried out the first bake tests. I hope you like it!
And to answer the question about my process, Blender or ZBrush for sculpting, then Substance for texturing, RizomUV or Marmoset for UVs/bakes. The bits that kill me are: – Jumping between sculpt > bake > tweak > rebake. – Manually fixing UV shells to avoid stretching/texel issues. @AsdiusWork what’s the add-on / flow combo…
I'm learning how to make normal maps using maya and xnormal and everything seems fine, until it gets to the edge of a flat surface. I've been trying to find stuff about it online, but haven't been able to find any help. The problem is this. When it gets to the ends, the details seem to curve inwards. I understand that it…
Hi! I'm finally up and running with Quixel Suite 2.0 (long story short had to upgrade from CS5 to CC2015 to make it work) that said everything is running all right, however when I load my OBJ and ask Suite to bake the maps (I work in Hi-Res and only input the AO) it makes a different set of maps for all the materials of my…
Does anyone have any recommendations for tools to aid in the creation of 'destroyed' versions of assets...mainly environment stuff? I'm mainly interested in pre-baked destruction, although something that does real-time destruction (i.e. Havok) and can also pre-bake the destruction would also be ok. I'm interested in…
I have two identical models where only the UVs differ, and I need to transfer textures from one model to the other one. Baking most of the required map types works fine (metalness, roughness, normals look as expected after baking), but transfer of the albedo map doesn't work. Toolbag creates a strange black map where you…