Hey Guys, I'm trying to get into High to Low Poly Baking However, I have no Idea how to approach it. There are so many settings and configurations. I do not know how to start. An example is the Sci Fi Floor tutorial for 3d Motive.
https://www.3dmotive.com/f100101
++Link Fix++
I have not watched it but I wanna make a floor that looks as good as image or better. So when I model, Should I start with a low poly version and then model high poly or Make High Poly and bake to Low such as a Plane? Also, Do I need to unwrap anything to bake or when I bake will I be able to Just Photoshop everything into place and then Planar map the texture? Ive baked before following a tutorial so I have an idea but it was a tutorial. I go to school for game design and pay all this money for them to teach bare bone basics so I gotta learn all this on my own. Any help would be great. Thanks Guys. Btw Here is a Video if youd like to see, of my latest work. The rock you see was 1 million poly's and I baked that to 1000 polys so thats how I familiarized myself with baking. Still not entire sure how it works.
http://youtu.be/NYt4JUHwB7E Leave a comment. If youre gonna bash please at least be helpful about it. I know it still needs alot of work.
Replies
1.Make hipoly mesh. This way I'm not worried about topology or anything technical.
2. Make Retopo mesh. Now I can focus on lowpoly problem solving since I've already focused on the creative aspect.
3. UV maps. Only the lowpoly meshes need UVs to work with xnormal.
4.Cut lowpoly into chunks if needed. I usually do this in zbrush with polygroups.
5. Bake maps in xNormal. May have to edit cage settings or use the ray calculate tool to get cleaner maps.
6. Use UV layouts (some people use a vertex-color-baked color mask) to cut all my normal maps together in Photoshop.
There is a wealth of information on the Polycount wiki, from basic tutorials to the technical details behind the whole process. It's always best to search both the wiki and the forums before posting foundational questions.
http://wiki.polycount.com/NormalMap?action=show&redirect=Normal+Map
What Arcitecht is referring to with regard to "cutting into chunks", is that sometimes you have different mesh elements intersecting one another that aren't directly attached via welded vertices. This can cause issues with the quality of the normal map. Using what is known as an 'exploded bake' you can work around this problem to ensure you get the best result.
[ame="http://www.youtube.com/watch?v=4ZESBJPvesA"]How to Bake a Flawless Normal Map in 3ds Max.mp4 - YouTube[/ame] - This tutorial by racer455 explains the concept. It's a great video that explains a lot.
Make High Poly and Low Poly Version.
Unwrap Low Poly
Explode Geomrety
Setup Cage for Low Poly to Overlap High Poly.
Bake Normal and it will render it to your UV Setup. (That was my biggest concern not sure how that was going to work out)
Then Edit in Photoshop
I can skip Height map and AO because I will have my own Diffuse setup.
Also, Would it be a Good Idea to bake my AO and Overlay My diffuse on it?
One more concern is... Can I cage With a Plane. Since it's a Plane I cannot really Overlay on a High Poly Obj. or can I?
http://www.polycount.com/forum/showthread.php?t=81154
http://www.polycount.com/forum/showthread.php?t=107196
You can cage with a plane. The best way to get to grips with this stuff is just to go ahead and experiment. Best of luck!
1. I model in lowres and UV it.
2. Do the Highres, based on the lowres cage.
3. Do the Baking (Normal, AO, etc...)
It works for me when I was doing hard surface work on AAA games.
Please do take note that I do have to plan what I will model first before starting the lowres cage, but for hard surfaces and props like FPS guns etc...i found this more comfortable, and the time spent doing it Highres first is just the same.
But for more organic stuff, yeah I build a highres model first.
Just be careful about using floating geometry in Lowres when the highres version is supposed to be a connected piece. Weird stuff happens like bloated Normal Bakes and Overprojected AO. AO weirdness can be easily fixed in Photoshop, but Normal weirdness is a bit tricky to fix in Photoshop, unless you have a clean smoothing group on your lowpoly model.