Hi there so I been studying baker more and all. So I feel to help me understand I did this experiment where I try to just bake the details on a simple square. Just a way for me to make this simple and give me a better idea. Now i was able to get a bake detail on top of the square to look right as I made that by extruding a…
Hello, I have recently been having an issue when baking in Substance Painter. I have been making edge damage in Zbrush on models that were originally low poly in Maya and then in Zbrush I divided the model and did edge wear on it. I then tried to bake the Uv's low poly and high poly in Substance and I get this, and on…
@bitinn yes, Bake Groups + Ignore Groups in Toolbag should give you the best of both worlds. You can use baking groups to isolate the projection so you don't get projection errors when the baker casts on the wrong mesh (ie, from the pillow to the chair). Then, the Ignore Groups AO option tells the baker to use groups for…
I'm recently doing a project that require 6 guards doing the same animation in the scene and they are all high poly, so I was thinking to create proxy for them, but they will be rigging and skinning, so is there any method to bake the animation for the mr proxy?
Hey Guys, I have UV mapped this piece here and used pack normalize to pack the UVs. Before I scaled down the unimportant part quite abithowever on the bakes the important areas like the front areas are quite pixelated even at 2k res. (some floaters). How should I combat it while still avoiding one area looking more…
You can have high level of quality without baking. There is no always need for baking. There is a thread about this somewhere here btw. I see this "no hp no baking workflow" in a few new games, especially in racing games. The reason for doing this is that they already have enough polygons on their cars to get good shading…
Just finished the highpoly model after sitting on this model/scan for over a year. Figured it would be a great way to start experimenting with UE5 and Nanite, and seeing if I can texture a high poly model and have that bake down to the lowpoly, kinda do 2 work flows at once and compare. Highpoly is mostly done, need to…
I'm working on a project for a game asset and I'm baking the maps in Marmoset. But this part right here keeps coming up with this error. I tried to paint skew adjustments but It doesn't look right, so there must be something else I can do. Maybe it's because the low poly model doesn't have enough detail? But if that's the…
Again, normalmap baking is all much more simple than people make it sound - especially with Source, since it is one of the very few engines out there with a perfectly synced solution : Handplane. [ame=" https://www.youtube.com/watch?v=QeP-tOKryxU"]Source engine comparison with handplane - YouTube[/ame] This is not a matter…
Hi! You could bake some straightened straps down, basically adding some reusable strap parts to the texture atlas, you can then map the lowpoly UVs to. Certainly an option to save texture space if you have many straps. If you array and deform your straps along curves, makes it easy to swap out the base mesh.