HI there
I'm learning to bake from high poly models to low poly. Ive managed to successfully bake the defuse and normal maps from within maya using 'transfer maps' but the ambient occlusion never seems to work & only appears black. Also, Im not quite sure how to output a specular map?
would anybody know where Im going wrong? Many thanks
Nick
Replies
so close but no cigar!
It can't be generated arbitrarily from the mesh content though like an AO map.
I was wondering if i could somehow get the highlights that are produced from the light setup that I have. The light only shines off certain edges and I was hoping I could bake that down somehow (easily). Im beginning to get the impression that I may have to manually do it?
Ive uploaded my current progress to sketchfab here,,, https://sketchfab.com/models/84e651a3c5534628bf8066f606bf0096
the ambient occlusion that I baked doesn't seem to have uploaded to sketchfab unfortunately, which is a little annoying. The 'shaded' map that I also baked from maya also hasn't uploaded - this added quite a lot to the final effect when viewed in maya although the spec highlights were baked in
I guess my question now Is.. is there an easy way to auto generate spec maps from a diffuse or AO?
The effect Im after (and which happens with the live lights) is that the light only specs off the ridges at the edges of the tyre and the rims in the hub, but hardly anywhere else. (just attached a grab from the high poly to illustrate)
thanks again!
Spec isn't something that should just show up on the edges, edges might be glossier, or rougher, or worn to the point it's a different material. But spec should normally be consistent across the whole material, it's gloss/roughness you want to add all the detail and have the edges be glossier.
As this is my first attempt i was only really aiming for a very generic (out of the box) specular. Are gloss/roughness delt with in separate maps?