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Question about baking from high to low poly

before i begin texturing im supposed to bake a normal map from the high poly? But when I begin texturing in photoshop, I often end up with a defuse map made from textures taken from photographs (not sure if thats how pros do it) and that can be converted to a normal map. So which one am i supposed to use? the normal map from high poly or one from textured defuse? Or am i missing something? A side question, should i use beveling when creating a low poly object? And at times i need to add simple details like screws and bolts, whats the best way to do it? I mainly work with maya, ddo/ndo, mudbox. and when i test this on a simple cube this is the result: http://i.imgur.com/uEENbf2.jpg after baking from a beveled cube onto the simple cube it has darkened sharp edges.

Replies

  • huffer
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    huffer interpolator
    You can use both, and overlay the photosourced normals over the baked one (there are some scripts available, or with ndo)
  • Joost
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    Joost polycount sponsor
    Yes, in most scenarios you'll use your high poly for all your large and medium details, such as edge bevels, bolts etc. Photosourced normal map details are usually for small details like wood grain or raised paint. This is the most common workflow as far as I know, but there are people who use ndo for larger details. Due to time constraints or just personal preference I guess. Personally I'm not a fan of it though.

    As for your smoothing errors, do you have smoothing group splits where you have UV splits? Also make sure you use a cage when you bake.

    http://www.polycount.com/forum/showthread.php?t=107196
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