Hi guys, I was just wondering if anybody can help me with my baking issues. I'm new to this so I can't say I'm getting this too easily. So far most of my problems revolve around objects with hard edges, organic stuff I don't seem to have as much of a problem with.
So far I've tried baking with xnormal, but since that wasn't giving me the desired results I tried baking out with ZBrush as well. I'm not too sure if I should be using softened or averaged normals etc for my hard edge stuff. Can anyone clear that up? I'll post some screens of my model in Both ZBrush and Maya for you to take a look at along with my UV layout. If anybody can point me in the direction of a tutorial which gives a definitive run through of the process then that too would be appreciated.
I'm also aware that my mesh is probably a little overcomplex in some areas and a little too simple in others. I know I haven't consolidated a number of meshes into a more singular mesh but at this stage I'm trying just to learn about the baking process a bit more with this character. Thanks in advance for any help guys, here are the screens. Oh ye should probs mention that these are the bakes from Zbrush.
Replies
The stretched areas are happening because the difference between the high and low poly is too big. I wouldn't sculpt the areas like the "spikes" in front. Instead add it with software like xnormal plugin for PS.
I prefer baking with Maya - Transfer Maps. Dont ever use zbrush for baking normals. Some of your artifacts can be fixed by moving some of the cage's vertices around. The rule is to never have your cage inside your low poly mesh but also to have as close as possible. Good luck!
Also I'm not sure that what you were saying about the models being too far apart can be correct. Low poly is lowest sub div level version of the high poly so same model and scale surely? Thanks again.
I don't think smooth preview matters but I've never tried exporting with it on. Just in case - dont.
Try baking with Maya unless Maya can't handle the high poly. You get really great result using Maya.
No I might be wrong. What I meant was that if the low poly is "too lowpoly" in comparison to your high poly you might get weird result in som places and areas like the ones you want to be straight but aren't might happen.
Maya could't handle the high poly. What I was doing was just exporting high from Zbrush and because I had the low open in Maya I was exporting the low from there.