Max's normal baking and display is quite poor IMHO, I've never been able to get a totally clean artifact-free bake, even when the same meshes in other apps (Maya, XNormal, in-house tools) produce perfect results. I think it's either a problem with the baker or the way it calculates tangent space in the viewport. Does it…
So I have been banging my head against this for a couple days now. I am trying to bake ambient occlusion into the vertex alpha channel in maya. Its very simple to bake ao into vertex colors (rgb, or rgba) using the batch bake option but I cant for the life of me to get it to bake into the alpha channel only. I have played…
Hi guys, I was just wondering if anybody can help me with my baking issues. I'm new to this so I can't say I'm getting this too easily. So far most of my problems revolve around objects with hard edges, organic stuff I don't seem to have as much of a problem with. So far I've tried baking with xnormal, but since that…
I doubt this will have much effect on performance but maybe?. It would be easy enough for you to bake with the various options and simply time it. Really if "inside then out" provides the best results thats what you should use. One of the biggest reasons that Maya is slow is that(atleast the version i used, 2008 ) is that…
I'm not sure why you think this, but it isn't really true. The best thing to do with max bakes is to use the proper tangent bias in max. IE: using 3ps shader's quality mode, or the hotfixes in 2011 which fix the tangent bias. With a properly synced up tangent bias you shouldn't need to triangulate or anything either in…
Hi, I was recommended by Eric Chadwick to post my weapon again because I'm determined to finish it but I'm stuck where I am. High poly is completed. Low poly is completed. I have unwrapped the low poly to the best of my ability and tried to pack it. Things I haven't been able to figure out / wrap my head around is: 1.…
Tried baking displacement map from high to lower poly mesh in Blender. Baked map output is completely flat grey in color. Isn't it supposed to be black and white or show a variety of greys? I have been tweaking the parameters without any results. Using Blender internal for the baking. Thanks EDIT: Seems the solution is to…
I'm having issues with this too. Doing a number of tests results in the following: * Exporting the low poly for Texture Set 01 and Texture Set 02 into one project along with both their cages results in baking errors. Baking without the cage results in a good bake. * Exporting the low poly for Texture Set 01 into it's own…
I'm having an issue when baking out a normal map from Xnormal. I could be completely off the mark here but in my Xnormal bake (top in the image) the colours/ feel I am seeing look like a world space normal map to me. I have it set to tangent in the normal map baking options. As you can see when displaying with the Xoliul…