Hi. I would like to ask you how do you bake your High poly geometry to your Low poly geometry. I have task where I have to bake all HP detail into Low poly, I can use only color maps on this low poly. Normaly I bake ao and normal map, I create cavity from this normal using xnormal plugin. And I combine these maps.
But there are some problem where object is complicated. I mean parts of normal maps don't match each other very good because of orientation of object in the space ( see image )
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After converting it to caviti there is a lots of work to fix this in Photoshop. So I would like to see what techniques do you use for baking all details to color map.
Cheers!
Replies
I'm a newbie, I mostly do hard surface modelling so seams are and aren't such an issue, I sometimes paste pixels from one side of the seam to the other and blend it in, or try to create a seamless texture in the first place.
However, I did see a tutorial on youtube for this:
https://www.youtube.com/watch?v=M-maHIFYhb0
It's a really long work around, sorry I'm not much help myself.
Cheers.
Xnormal can bake all of these, you just need to adjust the settings a bit. Remember the scale of the model matters a lot for Curvature, and AO. You can adjust the scale in Xnormal.
I also was baking in maya shaded map. Its ok but not that sharp as maps generated from xnormal.