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Exploded Mesh or not exploded mesh?

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Chicken Dip polycounter lvl 8
Hi guys, I got this question while i was working on a weapon and thought if it is best to explode my mesh or not. Exploded i find it easier to place my Cage all over the mesh without a problem whilst not exploded i cant really get the cage around all angles. So my question is: Is there any difference from an exploded mesh Bake to a non exploded mesh bake?

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  • JamesWild
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    JamesWild polycounter lvl 8
    Normal map: no.
    Ambient occlusion: yes. It won't look awful but it might look less cohesive as parts won't cast shadows on one another.
  • Chicken Dip
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    Chicken Dip polycounter lvl 8
    Thanks James, that is what i thought but i needed to confirm. Just one last question since we are on the topic. There was a plugin for 3Ds max that exploded your model for you with one click i cant remember its name to save my life, i dont know if anyone knows its name? Thanks
  • Kon Artist
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    Kon Artist polycounter lvl 8
    It depends... If you don't exploded your mesh you can get projection errors or burn through. Just exploded it where it make sense: mag, trigger, attachments, etc.

    In most case, the main body of the gun should be baked together even if things aren't water tight.
  • MrOneTwo
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    MrOneTwo polycounter lvl 12
    I usually bake exploded normal map and exploded ao. I also bake ao from only only poly to combine it with highpoly ao. There is difference between baking exploded and non.
  • EarthQuake
    JamesWild wrote: »
    Normal map: no.
    Ambient occlusion: yes. It won't look awful but it might look less cohesive as parts won't cast shadows on one another.

    This is backwards, if you're going to do one but not the other you would explode bake for normals(to avoid intersecting issues) and not for AO(to retain inter-mesh-chunk ao).

    Though I explode bake for normals, ao and then do a second ao bake from the lowpoly to get that inter-mesh-chunk ao.
    Kon Artist wrote: »
    In most case, the main body of the gun should be baked together even if things aren't water tight.

    Why?

    Anything that is going to give you intersection errors should be exploded. If you want a "seamless look" you should simply use fewer mesh chunks, ie: merge your meshes together.

    I tend to merge together everything that isn't A. going to animate/be removed and B. going to cause complex overlaps etc. Then explode the rest. When you get experienced with this sort of workflow you'll probably have in the range of 5-10 or so unique mesh chunks that need to be exploded, so its really quick to do. Though I've seen a lot of meshes that have like 30+ mesh chunks, which is generally not a very optimal way to model (even if the tricount is lower, the vert count tends to be real high, the uv usage is worse and you get a lot more aliasing).
  • JamesWild
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    JamesWild polycounter lvl 8
    That's what I meant, sorry, I was answering that last question if there was any difference between an exploded and non-exploded bake.
  • EarthQuake
    JamesWild wrote: »
    That's what I meant, sorry, I was answering that last question if there was any difference between an exploded and non-exploded bake.

    Oh ok cool, I see exactly what you're saying now. Boo to early morning reading comprehension. I agree with your post now that I understand the proper context.
  • Chicken Dip
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    Chicken Dip polycounter lvl 8
    Thanks Guys for the Comments this is really helping me understand it better, and hopefully to anyone else that has this kinda question.
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