My latest test with Toolbag 3's vertex color baking is producing some buggy results. I have a scene with three Bakers, one for each of the materials assigned to my low poly model. For one of the three, I get perfect results. The other two produce this weird collection of squares. I did a test in xNormal (no cage) to make…
Hi, I'm just getting to know the baker in Toolbag and so far I'm loving the workflow. One thing I can't work out though - how to handle overlapping UVs that match perfectly when re-using texture space. For example, say I have an object with matching handles that run along the left and right sides. In the past using the…
I am practicing with Substance Painter texturing this model download from Substance Share: https://share.allegorithmic.com/libraries/2087 When I bake a Normal Map and a Curvature Map from the high poly at 2k or 4k pixels of resolution, the results are correct. Both maps are smooth and without artifacts. If I add some…
The Maya normal map baker works great, no issues here. As EarthQuake said the ao baker is still broken in Maya 2011, I've logged bugs against the outstanding issues but I doubt it will be fixed in Maya 2012. I used Xnormal for ao baking and got good enough really fast results. Maya's ao baker is too slow even if it worked,…
Hi, I just want to report this bug I found. If I use a custom cage and set the samples to 64x the bake will eat random parts of the meshes using multiple _highs in their respective folders. ( I use multiple mesh parts with _highx in the high folder of the baker for baking an object ID map) I've tested every parameter in…
Hi people So I baked an ID map in painter but I noticed that the color is not uniform, you can see in the contrasted image down here. In xNormal I have not this problem.
Besides doing game art, I really enjoy cooking and baking.. HARDCORE. I am just getting done making some croissants after 2 days :poly121: Anyone out there like to do this in their spare time? What are your favorite recipes and things to make?
Hi everyone. I'm trying a new hard-surface modeling workflow using floating trimsheets. I'm using a similar technique as described in this article: https://80.lv/articles/deus-ex-modular-one-texture-assembly-line-library-tutorial/ But I find this workflow not optimized enough (too many tris and 2 materials for each mesh).…
Hello, polycount community, Let me present my latest blender addon - a bridge between Blender and Marmoset Toolbag 3. BTBridge Addon allows: * Fast name your meshes * Create baker in the Blender's outliner (so you do not need to rebuild baker in TB3) * Export as multiple files(allows to refresh only one object or mesh…