This is my first high poly practice model. I'm wondering if people had advice for the step of baking my normals. (which programs are best/free) I'm using Maya 2012... and haven't had much luck with the built in baking. I will post low poly and textures as soon as possible.
Here is my reference:
Also any advice on my topography? I tried to make it flow fairly well.
Replies
Is the wire frame in the image supposed to be the lowpoly or a base mesh? If it's just the base mesh, it should be okay as long as it subdivides correctly, but if it's your lowpoly it's way too dense. General rule I use is if it doesn't hold a shape, you can get rid of the geometry.
There's a program called Xnormal that bakes normals and it's free. The thing is you have to "explode" your model so different pieces don't have normals baked onto each other.
Your model is too high poly, clean the loops that don't affect the silhouette.
@ScottMichaelH : I'm will definitely be keeping all that in mind when trying these other bakers. I'll also look over some normal mapping set up tutorials before I go on!
@DWalker : I've been practicing with more simple shapes so I think I have the basics down but we will see.
Usually, make lowpoly from scratch.
Here is my UV unwrap
It comes out with hard dark lines on the edges but it is getting there. The lines aren't in the normal map so I'm not sure where they are coming from..?
Maya's smoothing groups are called "hard edges" and "soft edges", if you haven't figured that out already. Be aware that Maya's cage doesn't affect the normals direction, only distance, unlike Xnormal's and 3ds Max's, which can change direction. Having said that, if you modeled and smoothed it well and lined the two models up to each other correctly, then you shouldn't need to adjust the direction. I never do, I simply push the cage (envelope) out a bit to encompass both models. Just some info.
UV splits are simply where the edges of your UVs are divided in the UV layout. Whenever you place a "hard edges" on the model, you want the UV to be split there along the same edge.
That last one is much better. I wish my "first-timer" bakes looked like that.
Next hurdle texturing.. I think I've got a good idea how it'll go so let's see!
p.s. Is there a free version of Zbrush out there like a trial or something?