So I would like to ask a question that I'm asking myself since a very long time now. I'm a Maya user and now experienced to deal with vertex normals. I have also read some things here and there about smoothing groups and I think I understand them too, even if I don't use them. However, I really don't understand what is the…
Noob questions. I watched that old Racer445 video on baking normal maps in Max. In it, he explodes (separates) various elements of his model before baking a normal map. I learned soon after that there's a much easier way to accomplish the same thing w/out exploding, by assigning matching material IDs to elements in your…
Hi polycount! I've been struggling lately with baking something that's somewhat cylindrical. It has to be pretty low poly but I'm baking from a high with nice smooth curves. I keep hearing that this may be a good place to "bake to a mid poly" but I'm not sure I understand what that means. My interpretation was to have a…
Xnormal requires plugins be recompiled for every new version. We had a source engine plugin but it is a huge pain in the ass to maintain when you need to recompile for every new release and then make sure users pick the correct version from the list. Your options: Contact James O'Hare and see if he will recompile the…
I am trying a new workflow where I use Substance Designer sbsar. files directly on my broken up hipoly clothing assets so I can adjust pattern direction and other settings before baking down to my lowpoly in Marmoset. While the Albedo and Normal channels seem to bake with no issues my roughness and metal channels will not…
Hi guys,I waited 2 days and attempted to solve this by myself,watching several videotutorials and doing many bakes,but the problem still persist so I need your help :( I was trying to bake the AO of my weapon in 3ds max 2014 using mental ray and the last attempt I've done was following this tutorial. Now,my cage set up is…
My workflow was: -Low Poly model in Maya -UV's in Maya -High Poly in Zbrush -Opened Low Poly Mesh in Substance and Baked High Poly Mesh Somehow I end up having these cuts in the mesh once I bake the high definition mesh. Pics Showing the workflow: -Low Poly -UV's -High Poly in Zbrush -Baking Settings -Problems post Baking…
Triangulating is a tricky topic. I don't personally like to triangulate because it's borderline irreversible. But it does, for the most part, ensure that your normals bake properly. Because I don't triangulate often, i'll sometimes have bent quads and if I haven't triangulated those, I'll see it in my bakes. But for the…
I've stumbled onto something that's a bit of a problem, and I hope that someone here has found a solution that they could share with me. I've been trying to iron out my workflow in order to be more efficient and generally improve my art process. I feel like I have a good idea of what my pipeline should be now and I am able…
:O i see, Cry engine has its own baker too, and may be UDK and qualified normals form max? In the end we must learn to get good normal maps even if baker and renderer are not synced, some of those examples are for modeling packages and not game engines, so in most cases, baking 90 angle degree triangles with the same…