Game Art Pipeline 27 - Fixing baking errors.

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  • Опубликовано: 24 авг 2024

Комментарии • 20

  • @Wobblywiener
    @Wobblywiener Год назад +16

    I know this is 2 years old now but for anyone new watching this I've found that 99% of the time the 'bruising' seen at the start of the video is caused by non-manifold geometry. Even if you think you've made a really clean mesh sometimes there's a sneaky hanging vert or a lamina face. Running some standard cleanup always fixes this issue for me and I've never had to export as OBJ besides for one mesh that I'm convinced was just cursed by voodoo magic.

    • @SkrapProductionsLLC
      @SkrapProductionsLLC 4 месяца назад

      Good point, I've run into the same many times myself.

  • @Smedthegnome
    @Smedthegnome 14 дней назад

    thank you so much for real, it's a problem i've been carrying a long time.

  • @Psyda
    @Psyda Год назад +1

    I've figured this out. Its the UVs touching the border. It wraps the verticies in the UV from the top to the bottom in some cases causing those weird stretching artifacts.

  • @emrahozcicek2875
    @emrahozcicek2875 Год назад +1

    Whenever I got these light based problems I apply a tessellation or subdiv modifierto high poly (in max) it's kind of support and reconstruct geo and fix all these stuff. Very good tutorial, much appricated!

  • @jero7041
    @jero7041 2 года назад +1

    this saved me a lot of time! I can’t thank you enough! I’ve been looking for a solution from my very unique problem. Thank you so much!

  • @avgn1000
    @avgn1000 3 года назад +2

    Thanks so much. I'm pretty new to this and once I learned their are multiple Uv channels I tested to see if it was that but turned out I had to apply to mesh modifer to my curve in blender. Thanks for the video man was really helpful

    • @IsaacOster
      @IsaacOster  3 года назад +1

      Baking is often a challenge, even after you have some experience with it. I'm glad to hear this video helped you debug your issue!

  • @craftedterrains3036
    @craftedterrains3036 Год назад +1

    ok so i had this issue with blender and substance, i figured out that after smoothing my object and then UV unwrapping it in blender using the smart UV Project, your Island margin must be set to 0, then import it into substance painter and have fun baking :)

  • @ahm3draxa
    @ahm3draxa Год назад

    A new comment in old stuff but I see that you didn't add smoothing edges to the model. Since I am using 3ds max and I always add edges to the curvatures so it can calculate smooth perfectly.

  • @yarosyari3516
    @yarosyari3516 Год назад

    After I switched one of my meshes for a new one by "Project Configuration", the other meshes became hidden and I can't switch them on, what's wrong?

  • @ukrainianbimba199
    @ukrainianbimba199 2 года назад

    Wow maaaaan, are you a war robots modeller?

  • @baalakpaneer4213
    @baalakpaneer4213 2 года назад

    4:20 you found your overlapping UV set but in my case there are no other set shows up in the set editor but still I'm having the same kinda issue... Any idea what it could be?

    • @IsaacOster
      @IsaacOster  2 года назад

      You may need to go through each low poly mesh and confirm you don't have any errant uv sets. Comment back and let me know if you found something. If not we can take a deeper look.

    • @baalakpaneer4213
      @baalakpaneer4213 Год назад

      @@IsaacOster Yes sir i clicked every low poly mesh... there's only 1 UV set un this UV set editor but when i bake .. Multiple random objects projects on different objects ..

    • @IsaacOster
      @IsaacOster  Год назад

      @@baalakpaneer4213 Can you email me your low poly at my first dot my last at gmail?

    • @baalakpaneer4213
      @baalakpaneer4213 Год назад

      @@IsaacOster First of all Thank you so much .. i really appreciate that you're helping a stranger out... Second.. should i send u the low poly model only? or baked normal map as well??

    • @IsaacOster
      @IsaacOster  Год назад

      @@baalakpaneer4213 very happy to help! let's start with the low poly. How big is your highpoly (in mb).