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Messages - CAGameDEV

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If you're going to mask things off for cases like this you will want to make a Folder, then add a mask to the folder, and add your fill layers within. If you add fills to a mask it will merge depending on the blending mode with what you've already done.

Thank you. I assumed it was zfighting going on. You have a duplicate version of that mesh stacked.

When asking baking questions you really should include your low and high poly meshes.

Can you share the .spp file that is doing this? Along with your log file.

Without seeing a .spp project where this happens and the meshes nobody can help answer your question. I have zero issues baking AO.

Then force it through your NVIDIA control panel so when you run Painter it uses your Geforce.

Make sure your laptop is actually using that GPU and not a onboard one. I know laptops that have an onboard and also include a GPU like your GeForce, so you'll want to be 100% sure Painter runs with the correct one. I would also make sure your drivers are up to date.

You can force the GPU from the NVIDIA control panel, or worst case just disable in your Device Manager the non-Geforce GPU.

When asking for help with baking you should be providing the low and high poly mesh files.

Blur happens in 2D space not 3D so this is unavoidable.

Mari is the only tool I know that has a blur that works in 3D space. It has been talked about, just not sure if or when it will come to Painter.

Check for overlapping UVs.

If you're using the alpha blending shader, and the correct channel it should work.

You can accomplish this with your own export template. If you want to share a file with me I'll show you what to do. I'm assuming you only want the UV shells to show, and everything else to be transparent.

Does FBX work by the way? In Maya if you select all and smooth the edges it should come out fine.

If you want to share the Maya file I'll take a look.

In general you want to convert to tris for baking because meshes can convert to tris differently per application, and your normal map wont match.

This looks like the Low Poly isn't smooth shaded.


Low poly not smoothed:

High Poly:

Normal Bake:

World Space Bake:

If you smooth shade the low it works out fine on the normal. Make sure your low is correct. If you import it into Painter it should be smooth without a faceted look.

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