Home Technical Talk

Bake Result Problems

polycounter lvl 10
Offline / Send Message
David Somers polycounter lvl 10
Hey guys, I've been trying to get some good work methods down for baking down high poly models and I thought I'd test on a rather simple crate. I've had this problem a lot in the past, and have been trying lots of things in attempt to remedy this without much luck.

Screenshot2014-02-21233929_zpsec40751f.png

I've pulled the low poly mesh out from under the reference model so you can see the missing detail in the AO (namely in the middle section). I guess I've had really spotty information regarding geometry positioning from high to low mesh, as well as what's acceptable or what's not.

I'm using a 256 squared texture for the AO just so it runs quickly in the tests. But as you can see in the photo above there are planks and overall, just whole sections that don't show up in the bake result. I've tried adjusting distance measures, spill factors, but nothing seems to really change it. I've even tried making the low poly, slightly larger, or smaller than the reference mesh but that had little effect either.

I'm sure it's just something obvious that I missed, but some good method reference would also help a lot. I haven't found a lot of up to date learning material that explains this process very well.

Replies

  • .Wiki
    Offline / Send Message
    .Wiki polycounter lvl 8
    Are you baking to the correct texture projection? Maybe you have 2 different UV sets on your object. Just oben the explorer and check if you got under "clusters" multiple texture projections.
  • David Somers
    Offline / Send Message
    David Somers polycounter lvl 10
    All I have are Auto coordinates generated by the Ultimapper. I'd much prefer if I knew a way of making my own projections as I'd make better use of texture space since I'd stack mirrored faces. When ever I've tried to use my own, they always were overwritten by Ultimapper during the bake process.
  • .Wiki
    Offline / Send Message
    .Wiki polycounter lvl 8
    gcvjjgn4.png
    In the "advanced" panel you have to klick on the "pick" button next to the texture projection. Then click on the texture projection you want to use from the objects clusters.

    PS:

    nice to see another XSI user here :)
  • David Somers
    Offline / Send Message
    David Somers polycounter lvl 10
    Good news! Your advice helped me a lot, and with much trial and error (which took me most the day) I achieved the desired result...

    Infinite-Styled_Crate_zpsccc8d62d.jpg

    It's nothing fancy but once I learned a bit from fiddling around with the Ultimapper settings, as I got closer to what I wanted. One thing that still bugs me though are gaps. I thought they were going to project as black when in turn they show up as white in the AO. That's why I was missing all the middle detail before. I think there should be an advanced setting for it, but I ended up taking a painstaking amount of time closing up gaps with extra geometry in the high res model.

    I'm getting there slowly but I don't know where I'd be without the advice. It's also much appreciated that there are still some XSI users around. :)
Sign In or Register to comment.