Sorry for teh big gif..
Baked most of my maps, now it's time to paint some textures
Hello there Katzeimsack, I have to ask.. what approach did you use to baked down those reflections? The final result is super sexy. Did you use normal Render to Texture from 3dsmax with glossy reflection shaders and it actually baked nicely? I am very curious because I've tried similar tricks in the past but did not get suck lovely results.
Cheers and good luck this turned out rather special.
Man! Don't tell me that you're not going to post your finals...because ...I'm gonna cry...
ps: how did you made the big reflections on the metal(I mean the base)? painted by hand or using a texture?
So about those questions from earlier? Do you think you have time to just point us in the general direction for the baking process of the metallics on this lovely little masterpiece?
Most of my workflow is standard, I bake AO, curvature and a worldspace normalmap for lighting. Additionally I baked reflections for the metal parts.
3ds Max workflow:
I used the lowres model with a worldspace normalmap assigned (tangent works too).
Worldspace normalmaps baked in xnormal need to be changed to work in max!
The material I assign to the lowpoly has a black diffuse and specular. Of course the normalmap. And a cubemap assigned to "Reflection".
I use "Render to Texture" to bake the reflections.
Reflections are view depended and can't be baked perfectly.
I use "CompleteMap" to bake down the reflections.
"Render to Texture" uses the mesh normal as a "fake" view direction, this can create some ugly artifacts .. but most areas look fine.
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Hello there Katzeimsack, I have to ask.. what approach did you use to baked down those reflections? The final result is super sexy. Did you use normal Render to Texture from 3dsmax with glossy reflection shaders and it actually baked nicely? I am very curious because I've tried similar tricks in the past but did not get suck lovely results.
Cheers and good luck this turned out rather special.
"Skiffy lumbers off into the distance"
ps: how did you made the big reflections on the metal(I mean the base)? painted by hand or using a texture?
Finished except for the wireframe/construction shot.
Construction shot:
Did I forget anything?
Is there a confirmation email?
After uploading I got a blank page with a link to the lol facebook page..
So about those questions from earlier? Do you think you have time to just point us in the general direction for the baking process of the metallics on this lovely little masterpiece?
That would be most awesome.
Cheers!
Most of my workflow is standard, I bake AO, curvature and a worldspace normalmap for lighting. Additionally I baked reflections for the metal parts.
3ds Max workflow:
I used the lowres model with a worldspace normalmap assigned (tangent works too).
Worldspace normalmaps baked in xnormal need to be changed to work in max!
The material I assign to the lowpoly has a black diffuse and specular. Of course the normalmap. And a cubemap assigned to "Reflection".
I use "Render to Texture" to bake the reflections.
Reflections are view depended and can't be baked perfectly.
I use "CompleteMap" to bake down the reflections.
"Render to Texture" uses the mesh normal as a "fake" view direction, this can create some ugly artifacts .. but most areas look fine.