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Clean Baking Method

polycounter lvl 12
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PyrZern polycounter lvl 12
I am pretty sure I'm not doing it the right or effective way. I just follow tutorials and if it works, great. If not, well, now I'm screwed.

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So I have ZBrush HiRes
7bb43a2bf94b4218ce2c9c214802fd5f.png

That is Decimated
[IMG][/img]6124c514035a751afe15b63433e4b65f.png

And I throw it in Topogun 2
367d160b085bc7614868e3050f883445.png

Along with LowPoly I made in Maya (it is softedged)
6d0b5379b82b172d75f3d43f72b88dbd.png

Testing settings
69d0ac5eb859dec62d6e98dfb33514e7.png

Result: Mostly clean. Except where the hires subtools intersect. *pulling hair* :(
96ea5eb11ac0998aec2ed780aad3ff56.png


What am I doing wrong ? What should I have done intead ?

Thank you greatly.

Replies

  • Obscura
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    Obscura grand marshal polycounter
    Hi! Break your smoothing groups and uv islands there.Baking with mat IDs would also help.I dont know if there is an option for this in Maya or not but this means that you assign different materials so your subtools, and to your lowpoly emelents too in the same way, and when you bake it, the renderer will render based on this setup. Like the "bodyarmor_part1_high" will be only rendered to the "bodyarmor_part1_low".If this isnt clean, search for baking with material IDs, or hit only matching material ids, or for something similar.
  • BARDLER
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    BARDLER polycounter lvl 12
    You should use xnormal to bake so you can use a cage. You will get more controllable and predictable results that way.
  • PyrZern
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    PyrZern polycounter lvl 12
    Still not entirely sure @_@
    But I will look more into it. Thanks though.
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