Baking threadQuestions, tips and tricks.
Anyone know why the outer eye gloss layer is catching the other parts of the model when baking down my AO and normal map in substance painter. I'm using match mesh by name and its working for every other part of the mesh except this part. I've double checked and the mesh names match and the highpoly obj is added to the bake list. Any suggestions?
>>683987The way I see it you have two eye meshes, maybe they're colliding with one another? Are they also different meshes?
>>683986nigga we barely get anyone to post in the WIP, and its a fucking slow board, delete this thread.
>>683987Marmoset has baking groups so you can tell certain objects not to clip. I find it better especially if you use the viewer because normals generated in it render better I find.
>>683999how about you delete yourself instead, nerd.
>>684048Brilliant I'll give it a go
>>683999I clearly made this thread so I could ask a question about my baking issue. Since you don't allow questions in the wip thread, I've posted in the questions thread and got no answer because its dead AF, here we are. Allow questions about wips in the wip board and it might be a little less slow.
>>684062Nigga are you retarded? The WIP thread is for WIP not for your stupid questions. That's why we have a questions thread. If nobody answers, you have to accept it, spamming the board with your egoistical shit only makes the people angry, rightfully so. I could help you, but i won't since you're such an insufferable asshole who only thinks about yourself. Go fuck yourself with a rusty chainsaw.
>>684076This board is a fucking cemetery, someone posting an individual question thread means jack shit.
>>684086Then why disturb the peace of the graveyard? You kick over a tombstone and demand that somebody helps you? No. Fuck off.
>>683986>I made a thread for a basic question and expect people to spoonfeed me instead of bumping the question in the questions thread>I'm obviously not the asshole the people unhappy about this are the asshole
>>684086>>684055I'm OP and these people aren't me.Cool your shit.
>>684076>Spamming? Yeah, no. One question in the question thread and then a question in an open board. Quit. >egotistical shitHow so? What have I said that is egotistical?I made a thread with an open purpose on a specific range of problems since I have a problem in that area and people can address similar problems here. Surely egotistical would be posting my problem in a thread solely devoted to itself. Therefore out bumping and burying other threads. This thread has a purpose if you would chose to use it.>Go fuck yourself with a rusty chainsaw.Go fuck yourself this isn't your diary or your emotional dumping ground. You're projecting and have no reason to be as angry as you are. Especially with the lack of information you're presented with from my comment and the fact that you don't know me irl.Let me repeat that. This board isn't your diary or your emotional dumping ground.Get your childish shit out of here.
>>684091Again, that isn't me. There are other people here that disagree with you. I'm not demanding anyone helps me at all. Get off your high horse.
>>684175not OP but>Basic questionClimb out your own ass. There are lots of different levels of experience posting in this board. I've just been to the questions thread and there have only been 3 unrelated posts in 3 days since he posted. Not enough to bump and not enough for their question to get buried. No point in bumping.You guys are being assholes.
>This thread has a purpose if you would chose to use it.This.There are plenty of thread on here that don't serve any purpose other than asking about their own problem. Op actually made a thread for a subject, baking, that hasn't already been made.
God, /3/ surely is beyond repair.
>>684251This. I mean how hard is it to post questions in the question thread?
>>684247Maybe you should contribute to the questions thread then? I'm sure you can find questions to answer
So what would cause white spots when baking?
This is now a baking thread.
>>684339What map are you trying to bake? Usually if you're getting patches of color its an issue with clipping or your low poly and high poly being to far away from each other for the baker to pick up. In which case, either increase the cage/front radius and back radius of your detection rays or edit your low poly to better fit your high poly.Do you have a picture of your issue?
Right now my character is made of many seperate objects. Should I join them into single objects before baking or bake each object seperately?
>>684957If you bake them all together you will get errors. People normally do exploded bakes.
1/2>>684957It depends on what program you're baking in. >>684962exploding isn't used too much any more as it is a little inconvenient.If you're baking/texturing in substance painter, it has a feature that lets you bake by matching names as long as you name them correctly. If you use the bake by mesh name option all you need to do is name your high poly and low poly objects the exact same name with the appropriate suffix. For example:Shoe_HPShoe_LPLegArmourLower_HPLegArmourLower_LPKneeBrace_HPKneeBrace_LPThis way you don't need to explode or move your objects. You can bake everything in its proper place.There are a couple of rules to follow. The names have to be consistent and exactly the same (Capitol letters matter). The format goes [object name][_][highpoly/lowpoly name]. You can use any names you want for the hp/lp name but it needs to be the same for all objects and you need to enter your chosen names into substance painter when it asks at the bake screen. No spaces or underscores can be added to your object name. For the sake of consistency just capitalize individual words.Protip: name your objects as you make them for good practice and add the _HP/_LP suffix later using the edit name tool if blender has one. I know 3Ds Max does at least.Also, if you're new to substance painter, use material IDs and a multi sub material to determine your different low poly UV maps. Export your low poly as one object and export your HP into its individual named objects. I've found that works the best. But if anyone else has any input that's appreciated.
2/2>>684957I've also baked briefly with marmoset and you can bake using its baking groups feature inside the engine. Its similar to using layer folders in any other program. Just import your high poly and low poly in and match them up in their respective group folders. No need for naming conventions or exploding. Although this takes just as much time.
>>684957Here are some resources that might help you with baking for the two programs I have mentioned. Although I have only minor experience baking in marmoset and less to none in other programs. I'd be glad to help if you have any other questions.Substance painter:www.youtube.com/watch?v=oEv4DkUgLR0Marmosetwww.youtube.com/watch?v=wm_hfxOEfI0
>>684996>>684995>>684994I was planning on using substance, so this helps a lot. Thanks!
What's the easiest way for a non-modeler to make normalmaps/bump maps? I tried the function in GIMP that supposedly is made for it but it produces nothing even resembling a normalmap.
>>685244Paint height in grayscale, use a height->normal map converter.
>>684994Dang do you really have to name everything like that rather than loading in appropriate slots. Might be a pain for 100 part objects. Are there any downsides to splitting up the meshes like this. What about AO does that get calculated on everything or just the single meshes which might make the shading look wrong.
>>685280you can set your AO to bake out considering the whole object or by mesh part under the AO settings in the baking options. Its less of a pain if you name everything as you're making it. Proper practice. Plus if you're aiming to work in industry you should be naming as you go anyway so that someone else can understand your files.Anyone have any input in terms of the positives and negatives? I can't really think of any. I just know it works and that's the process i've been taught.
>>685280the AO bake option is called "self occlusion". "Always" takes into account all of the parts of the object and "by mesh name" does what it says on the tin.