I watched that old Racer445 video on baking normal maps in Max. In it, he explodes (separates) various elements of his model before baking a normal map. I learned soon after that there's a much easier way to accomplish the same thing w/out exploding, by assigning matching material IDs to elements in your low-poly and hi-poly, and then checking on "Hit Only Matching Material ID" in Projection Options when baking.
1. What's the point of baking these elements separately in the first place? What problem(s) does it solve? Is it something to do w/ getting better normals for nooks and crannies or something? Or is it sometimes hard to adjust the verts on a projection cage to fit around certain areas, or ... ?
2. How do you decide what parts of a given model to bake separately? I.e., how do you decide where to create material ID separations? (Maybe this is answered by the answer to #1
Thanks. Maybe I should experiment more w/ baking normals and figure it out for myself. :poly142: