Bake Method:
Start New Project with High-poly mesh.
Switch to Retopo Room
Import low-poly mesh
Bake>>Bake with normal map (per-pixel)
Switch to Paint Room
Textures>>Calculate Occlusion
Textures>>Calculate Curvature
Create new layer at top of layer stack
Assign Smart Material to new layer.
Expected Behavior: Smart material applies lighter, worn material to the edges as determined by the curvature map
Actual Behavior: Smart Material is applied uniformly over the entire map.
I've tried adjusting the Cavity Area Width and the OVerall Cavity Modulator on the smart material to no effect. I'm new to 3D Coat moving over from Substance, but the AO and the Curvature maps look like what I expect for this map, and the baked Normal map is producing lighting how I'd expect it to.
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Question
KristyB
Bake Method:
Start New Project with High-poly mesh.
Switch to Retopo Room
Import low-poly mesh
Bake>>Bake with normal map (per-pixel)
Switch to Paint Room
Textures>>Calculate Occlusion
Textures>>Calculate Curvature
Create new layer at top of layer stack
Assign Smart Material to new layer.
Expected Behavior: Smart material applies lighter, worn material to the edges as determined by the curvature map
Actual Behavior: Smart Material is applied uniformly over the entire map.
I've tried adjusting the Cavity Area Width and the OVerall Cavity Modulator on the smart material to no effect. I'm new to 3D Coat moving over from Substance, but the AO and the Curvature maps look like what I expect for this map, and the baked Normal map is producing lighting how I'd expect it to.
What might I be doing wrong, how can I fix this?
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