Thank you! No matter how I did it before(tried 3+ other tutorials), the normals just didn't work properly. The 32bit float + color space fixed every issue I had earlier!
on mine its not working its keep on saying no active uv layer found ... but on the ultra high poly model ... but i want to bake the high to my low and the low is full uv ready so why
Could you, please, describe what you actually do and what exactly you get? It would be great if you attached a link to a picture. If this is a random texture and you just plug it in Base Color, you should check your UV-map.
Hi! What do you do in specific? Anyway, baking with a cage mesh helps to resolve most of the issues. Check another video on baking ;) Most common problems occur, when baking with insuffient or too high Ray Distance, baking onto Ngons, too small size of the low-polygonal mesh, not covering the high-polygonal mesh enough, baking without a cage, ect.
@@chrissem5200You can bake a normal map for the same high-polygonal mesh, if it's sculpted with Multiresolution modifier, otherwise you bake from the high-polygonal mesh to the low-polygonal one. So in the second case you can use a Cage-mesh to prevent baking artifacts ;)
best tutorial about baking i've seen, straight to the point
Thank you! No matter how I did it before(tried 3+ other tutorials), the normals just didn't work properly. The 32bit float + color space fixed every issue I had earlier!
If only all tutorials were this straight forward
Thanks a lot! I had a problem with a normal map and fixed it with changing the margin size to 1 px
This is a life saver! Amazing, thank you very much, subscribed!
Oh! Thank you! Very useful tutorial!
Thank you for sharing this. It is very clear and useful.
Thanks ;)
thank you very much it was very useful
on mine its not working its keep on saying no active uv layer found ... but on the ultra high poly model ... but i want to bake the high to my low and the low is full uv ready so why
If your UVs are alright, it might happen, probably, because, you select your high-poly model first, and only then the low-poly model.
Thanks!!!
Why my image texture get inverted when apply on cube or any shape?
Could you, please, describe what you actually do and what exactly you get? It would be great if you attached a link to a picture. If this is a random texture and you just plug it in Base Color, you should check your UV-map.
cool, i subscribed :D
Im baking o my high poly so I only have one object to bake the normals on and Im getting orange color on the normal map. do you know how to fix this.
Hi! What do you do in specific? Anyway, baking with a cage mesh helps to resolve most of the issues. Check another video on baking ;) Most common problems occur, when baking with insuffient or too high Ray Distance, baking onto Ngons, too small size of the low-polygonal mesh, not covering the high-polygonal mesh enough, baking without a cage, ect.
@@artemtovbaz8452 Im baking on to the same high poly object just for the normal map. Its not too hgh poly but high enough.
@@artemtovbaz8452 Also Do you know why there would be transparent spots around my normal map.
@@chrissem5200You can bake a normal map for the same high-polygonal mesh, if it's sculpted with Multiresolution modifier, otherwise you bake from the high-polygonal mesh to the low-polygonal one. So in the second case you can use a Cage-mesh to prevent baking artifacts ;)
@@chrissem5200 Do you mean like alpha-transparent areas?
hey this did not work? idk why but mine never seems to bake it no mather what i do
correction: it always looks super buggy with the seams and stuff
dude says no seams, no glitches, and says "please if you know how to hide it tell me"
I can't bake without an image node in the high poly?
Hi! Actually, you don't need any node set-up / material for you high-poly model
Thanks for the quick response! I do get the “no active image in materials slot" problem. Thanks for the help Liked and subbed :)
@@OOTO. You might get this error because you probably do not select the image node or, don't have an image.