Hi! Doing a bake with the attached files in Painter, didn't reveal the issues you show in your original post. The file contains just a single door element. Maybe the issue you presented is caused by the way UVs are stacked and due to the bake settings? Did you bake with your test file as well and reproduce the issue? That…
Hello all, I've been getting to grips with Substance Painter at work and have encountered a strange issue. I want my AO and curvature map to include the extra normal map details that I have painted into my mesh, so I am trying to do the workflow that everybody uses for this: -Bake Normals from High Poly -Add new details in…
Hi guys! I am currently working on a low poly model in max (first try) and I am about to go over to uvmapping. I've read some stuff about vertex texture baking (or whatever it is properly called :P) and i would like to try that becouse I think it will help me get the lightning right. I've found this tutorial about it here,…
Hello ! This is my first creating a thread in this forum section,long-time lurking i was :D I have started working with the mia_roundcorners shader in Maya to prototype some quick modeling workflows using it.Everything seems to be working when it comes to creating shapes and applying the shader on them,but things get…
I do not see anything wrong with your texture result. If you want to bake other objects into the same texture make sure you uncheck clear (render settings -> Bake -> clear). Alternatively you can combine your individual texture bakes in an image editor. Black is not a correct normal map color, but if you really want that…
You just keep trying. Bake a normal map, use eye dropper to take color off the normal map and paint it. Or you don't worry about normal map, make a good highpoly, bake the height map with xNormal or paint it yourself, then generate normal map and curvature map based on that height map. There is no solution other than keep…
Hi guys I have a question which hopefully someone can help me figure out. I have tried many different ways of doing consistent normal and ao baking and repeatedly find default scan line and light tracer in max to be it. Yes it may be slow but i inconsistently get artifacting with mental ray when doing projection baking and…
Sounds like you want to do an exploded bake. This basically involves moving parts of your mesh away from each other, then baking. Then you use the normal-map on the unexploded, original mesh. There are tricks that make exploding easier such as using animation keys to go between exploded and unexploded, so depending on your…
When I use the OpenRL Renderer to bake AO map in xNormal,the texture shows pure black like the picture below. When I change to the default bucket renderer,everything goes right.But this will take too much time to bake. What cause the problem?How to fix it?
So, i have cleaned up the LowPoly a little bit -> 573 Tris. It looks so: And here is a quick Bake with the OLD High Poly, and the new cleaned Up Low: Here is the LP Checkermap: Maybe i can make a LowPoly to HighPoly here, to get nicer bake results. Like Pedro said. Blockout, and then cut it to a HighPoly with nice…