I've got a shirt model and I'm wondering what methods there are to get clean bakes on areas that overlap very closely such as where it buttons up down the middle and where the collar folds over the shoulders. Obviously the cage tends to intersect the wrong parts a lot in these areas. What I'm currently trying is cutting…
Hey Nick, The preview material should use the default material configuration. In Toolbag 4 we updated this to use metalness/roughness. You can also save a custom default material by creating a blank material, setting up your base settings, and then going to Edit > Templates > Set Template Material. The baker should use…
A wrote a mel script that bakes animations into blendshapes. What you can do with this: - Bake skeletal animations into blendshapes - Bake Ncloth, deformer, and MASH animations into blendshapes - Combine multiple skin mesh renderers into a single blendshape for Unity and other real-time applications. I need people to test…
Greetings everyone! I'm a programmer and I've been trying to learn 3D for about a week now, I have been following a tutorial but I'm stuck at the baking part. For some reason I can't bake this mesh, only one part of the mesh gets skewed, and I'm struggling to figure out why. Everything else is baking smoothly, and after 2…
Hello everyone! (It's my first post, so hope it isn't a trvial one and I'm in the right section) I've been looking at other posts about this topic; however, I'm still wondering really how much is it too much polys? For example, I've got a 23k tris base mesh and have subdivided until it eventually had 30mil points (in…
hi, I just notice something strange. the problem happen when I was explaining to my friend about MIKKT and baking etc... when I make a cube with one smoothing group it gives me this weird result. the left one I baked in marmoset. the right one I baked it in substance painter which give me a clean result. using marmoset…
Hello guys! sorry for my english! My problem: After bake, i have a result like this (photo below), so i have a some questions. 1) does it make sense to use UV unwrapping before bake? (i think that need only for textures, i dont know) 2) is it very important to work with hard/soft edges? (to just "fine" result) P.S: I am…
i was trying to do some bakes of my new project only to find out that 5.3.0's baking is broken. The same model bakes on 5.2.5 fine at work but I have the steam version here. Request: Can you guys include the older version in the Beta section of steam? I'm kind of stuck on 5.3.0 now with no way to revert to 5.2.5 :(…
Hey all. I'm trying to create a custom 3d Tree for a game. I'm currently making the branches in 3d so I can bake them onto a plane and scatter the plane all over a low poly tree. The problem I'm having is that modo just doesn't seem to want to give me a functional diffuse color bake, even when I render to outputs using…
Hi everybody. I have a very persistent problem I seem unable to solve. I am working on a model and to save texture space I mirrored some parts. The process I follow in From Blender to Substance is: Unwrap and straightenmy UVs -> Apply my Mirror modifier -> Offset the position of the mirrored UVs by exactly one UV tile to…