I'm working on this character for a game development class and I have this characters high poly sculpt completed. I've started on the retopology on the individual objects. The part is confuseing me is 1 how do I make all of the objects share 1 uv map, and then 2 how do I go about baking the normal, ao, cavity, and diffuse from polypaint with x normal?
Software I'm using: zbrush , maya, topogun, xnormal, photoshop.
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about the uv map problem.. I'm not sure how it works in maya but if you merge the lowpoly together you can unwrap it onto one map. Maybe you can select all objects and unwrap then. In max this would work. The most basic info is: you have your uv / texture space and the unwrap of every single object may not be placed above any other objects unwrap.
you bake your normal ao cavity not from your polypaint but just from the highpoly geo
you can bake the polypaint in zbrush or - if you have the highpoly with uv's and a texture - in xnormal
there you have to set the base texture of your highpoly and choose the base texture bake
Even better. Thanks
Whenever I unwrap multiple objects, I do a basic unwrap of each, and then pack them all together, usually I'll combine the objects into one, or put the others in a background layer and line everything up. This is in Modo, but I'm sure you can do similar in Maya.