dude these are some of the best explanations of solving common baking problems.
@claudiusdsouza3 жыл бұрын
thank you :) Christian
@NNgon6 ай бұрын
I am a blender user, I think weighted normals solves the problem with soften edge (shade smooth in blender), The amount of information that you gave is tremendous, thanks
@Lisper-kb9um2 жыл бұрын
The best explanation i've ever heard. Thanks :)
@jubairhossain3824 Жыл бұрын
excellent explain
@welcome14207 ай бұрын
thankyou
@artbybruno17343 жыл бұрын
Great Video. Thanks for the detailed explanation!
@rickykhaire37367 ай бұрын
Very nice explanation and video. But I have small query. In the Solutions picture, you have mentioned to use Averaged Geometry for angles around 45 degrees, but in the later half of the video where you show the final comparison, you have used splitted uv shells geometry when you bake the normal with average normals turned on. So, I want to ask you, when we need to bake with average normals turned on, should we be using averaged(one uv shell) geometry like in the first 2 examples or splitted uv shells geometry like in the last 2 examples?
@pygmalion89529 ай бұрын
just putting one more edge loop around the corners and baking with average normals with sharp edges solves all of this. those edges you can delete afterwards. and they won't effect shading after deleting because we have sharp edges.
@DrMrThe14 күн бұрын
Adding support loops to the low poly model works better for me. It's also faster than editing in Photoshop.
@lailakassem60222 жыл бұрын
excellent! thank you
@armanchahal13 жыл бұрын
Thanks again
@박승훈-e3i3 жыл бұрын
thank you
@AlexTsekot3 жыл бұрын
If you don't want to dick around with photoshop/combining maps buy Marmoset toolbag instead, it allows you to paint out the skewing without baking twice. It boggles my mind how behind substance painter is with this.
@philmehrart2 жыл бұрын
Tbh I just tried some baking in Marmoset and didn't even need to paint skew, baked flawlessly. Very nice!