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Rendering with Arnold in 3ds Max using the MaxtoA plug-in.
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Baked textures perspective is off, like pinching toward the center

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njmb1
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Baked textures perspective is off, like pinching toward the center

Hi, I haven't been able to find an answer to this searching online. I've been learning to bake geometry and textures to create low poly versions. It's mostly gone well until the last 2 pieces of geometry. These are sides for a building, just the lower floor, though. The results look like everything is moving towards the center of the geometry. Like not quite fisheyed, but more like 1 point perspective. Of course, I'm writing this on the wrong computer, but I can get screenshots later if needed. Think of it like if the face is in thirds, the center is fine, but the left and right are distorted towards the center, but not even the whole thing. So I have pillars on the building that the left and right ones are exaggerated towards the center. On the current building, the bottom was also getting cut off, even though the lower poly cube is larger. On my previous building, I was able to just over adjust the wrong parts to get them to look right on the bake, but I can't seem to do that this time. I had baked a bunch of other stuff in the scene before this and didn't have these distortion issues. I'm just baking to get a diffuse map and a normal map, using Maya 2020 and MtoA 4.2.2 2020. If anyone has any ideas, please let me know. And if I need to post screenshots, I can do that too. Thank you.

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