Yea, I done some there tuts. But what I was asking is if their is a clean way to bake low poly models only and not have to bake high to low for everything.
Baking a normal map from 2 identical meshes (low+low) = 0 data in the map.
The whole point of baking a normal map is to capture high fidelity details from a high poly mesh.
You can, however, bake curvature (set to per vertex) and AO maps as they are geometry based. With these maps you can utilise masking generators. Another workflow if you don't want to create a high poly is to create a mid poly mesh and model the edge beveling directly to the mesh, and add surface normal detail in SP.
Note that a per vertex curvature map is entirely based on geometry so baking from a mesh with 90 corners will not give good results.
@musashidan So if I would bake a low poly mesh with the per vertex on. I would bake a World space, AO, Curv, Position, Thickness only correct? I think I just need a mentor lol. I've hit a road block.
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The whole point of baking a normal map is to capture high fidelity details from a high poly mesh.
You can, however, bake curvature (set to per vertex) and AO maps as they are geometry based. With these maps you can utilise masking generators. Another workflow if you don't want to create a high poly is to create a mid poly mesh and model the edge beveling directly to the mesh, and add surface normal detail in SP.
Note that a per vertex curvature map is entirely based on geometry so baking from a mesh with 90 corners will not give good results.