Hi guys.
I've got a problem for a few days now: I' modelled a gun in 3DS max and unwrapped it into 3 pieces (So I have highres maps.)
1: The Sights
2: Pictinyrails & smaller Parts
3: Mainbody + Stock
![a11huSb.jpg?1](http://i.imgur.com/a11huSb.jpg?1)
(I gave them diffierent colors)
Is it possible to bake 3 different meshs within 1 bake? So I define 2 as Sub-Objects and get the shadows of the smaller parts (slingmounts, etc.) on to the larger main body?
I hope you can help me out with that.
Cheers & thanks in advance!
Replies
When you bake the Ambient Occlusion/Shadow map for the Larger main body sub-object add all three sections to your Projection Modifier (for baking inside of 3DS Max or XNormal) and it will take into account the shadows cast by every object you list as your high poly inside the Projection modifier.
As a breakdown:
1) Select your low poly "larger main body" object
2) Apply a Projection Modifier to the low poly larger main body
3) Click "Pick" on the Projection modifier and Select the High Poly objects for the Larger main body, the Sight, and the Smaller parts
4) Baking will now take into account all of the objects listed on your Projection Modifier
http://wiki.polycount.com/wiki/Ambient_occlusion_map#EarthQuake.27s_Baking_Method
I thought that it would be better for the Engine (UE4) if I bake 3 smaller textures, than 1 big one. I think I will create a large map for the complete body (merge yellow+blue), but I would want to have a better details on the sights, since it's meant to be in a first person view. Also I will have a single map for the magazine, since it's meant to be swappable (with other mags) in the final game.
That would be my future steps, unless you recommend me a different approach.
@Eric Chadwick:
I do have a highres model ready:
[SKETCHFAB]3eb05bfae4574c83a200cc0fc9617dbe[/SKETCHFAB]
I was planning on doing a exploded bake, but for showing my problem I choose a regular picture.
Thank you for your tip anyway
Thanks guys! You were really helpful.
Cheers,
Dominik
If you're doing an exploded bake, you'll want two AO passes, as in EarthQuake's example. The exploded bake won't give you the self-shadowing where the exploded pieces are normally touching each other, so that's the reason for the un-exploded lowpoly AO bake.