I was watching
3DMotive's Baking Normal Maps - Tips and Tricks this morning, and Alec Moody described Max's Material ID Projection for normal map baking. It sounds pretty sweet, but I can't seem to find a Maya/XNormal equivalent (it's for work, and work doesn't use Max, so I'm stuck). Does anyone here know of a good Maya (or XNormal) alternative that they wouldn't mind sharing? Google has failed me!
Replies
Thanks for the reply, though!
I also tessellate the mesh one time(without smoothing) and then you have to blur the results a little(I usually copy the AO layer, heavily gaussian blur it, then mask) otherwise it bakes in some of the shading(not sure why). You may find some more accurate way to bake the low ao, but I find this helps a lot, just throw this in with your regular high ao and you're good. You get "double ao" in some spots but its usually not noticable
Keeps the scene tri count lower, no need to move parts and can make adjusting cages of tucked away elements easier to adjust.