Roadmap

Please use this page to request new features. Post them in the comments section and I will move them to the main post. I will also post this occasionally to the MightyBake thread on polycount.com.

MightyBake Development Roadmap

  • Rounded edge baking
  • Reset to default
  • High-poly Mesh Smoothing
  • Modo low-poly support
  • Maya plugin
  • Max plugin

Completed

  • Batch baking
  • Thickness map
  • Curvature maps
  • Maya smooth mesh support
  • Linux Port
  • Max low poly Support
  • Unreal 4.7 tangent support
  • MIKK Tangent Support
  • Vertex Colour Baking
  • Layered Material ID
  • Height Map Bug
  • EXR Support
  • PNG 8-Bit image export support
  • PNG 16-Bit image export support
  • TIFF 8-Bit image export support
  • Rounded edge baking

12 Responses to “Roadmap”

  1. Thomas Lepp March 23, 2015 at 10:40 am #

    I’ve just stumbled on your tool and it looks very cool. I have a question about licensing. Can I install mighty baker on two machines, but only use it on one machine at a time? Since I’m a freelancer I have both a workstation and a laptop which I carry to client sites. With other tools as long as I’m only using them on one machine at a time there isn’t an issue. I hope I’m being clear. Awesome tool BTW!!

    Cheers,

    Tom Lepp

    • Ryan Cleven
      MightyBake March 27, 2015 at 1:04 am #

      Hi Thomas,

      Sorry for the late reply. Thank you so much for the kind words! Right now, only one machine can be licensed at a time. You will have to de-activate the license and re-activate it on the other machine. I can understand how this can be tiresome to bounce between laptop and desktop. We’ll think about this policy and get back to you. Feel free to e-mail us at info@mightybake.com to discuss it further.

    • Ryan Cleven
      MightyBake April 25, 2015 at 5:42 pm #

      Hi Thomas,

      We have just upgraded the individual license to include two activations per license. Let us know if you have any issues.

  2. diablos May 21, 2015 at 12:52 am #

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  3. Xizu May 21, 2015 at 1:19 pm #

    Hello,

    I see you are planning to develop the feature of rounded edge baking. I cannot tell you enough how useful this would be. I find the high poly workflow to be such a headache at the moment, having to delete and re-add support loops for every minor change. I could finish 5 models in the time of one if I could just make my low-poly ingame model and “fake” the edges in a baking tool.

    Do you have any idea when this might be available? I can also tell you right off the bat that being somehow able to select different widths for various edges would also be very useful.

    Thanks

    • Ryan Cleven
      MightyBake May 21, 2015 at 11:26 pm #

      Hi Xizu,

      Thanks for the feedback! How would you want to specify the edge width? We’re working on the curvature maps, and when they are done, we’ll move on to the rounded edge baking.

      • Xizu May 22, 2015 at 6:32 am #

        I think ideally there could be something of a weight-painting system, where you could paint edges and then the ones with more weight would get bevelled stronger, and those with less would be sharper.

        However for starters just being able to define selection sets with some preset widths might be good enough? Anyway that’s just off the top of my head at the moment. Probably someone can come up with a better system.

        This feature could be a game-changer for many, looking forward to it.

  4. Jens December 12, 2015 at 12:25 pm #

    Hi,
    very cool tool. Just testing it but it seems to be all around well done.
    What I am missing a little bit is the ability to batch bake. I would really like to create a list of bake operations and run them sequentially. Presets should be savable. In a production pipeline where Models can change daily it would be super handy to quickly be able to update the maps again this way (for multiple changed assets)

  5. Jens December 12, 2015 at 12:39 pm #

    Also sort of an addition – it would be cool if we could specify what UDIMs to Bake.
    So if we know that only certain UDIMs have changed (modelwise) then we could only rebake those.

  6. Ben Lambert February 8, 2016 at 2:49 pm #

    Can I bake occlusion from a single mesh ? I just need to bake out the self occlusion, and don’t want to compare low : high ?

    • Ben Lambert February 8, 2016 at 2:58 pm #

      I think I saw this in a tutorial, just need to turn off high res mesh tickbox. I am totally buying this

    • Ryan Cleven
      MightyBake February 10, 2016 at 9:14 am #

      Yes, if you just tick off the high res, it doesn’t do a transfer, but uses the low poly exclusively.

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