So my situation is that ive baked out maps for several sets of objects since my character is a fairly complex knight with several armor pieces that intersect other parts. My problem now is figuring out how to composite them all into one map. AO and normal seems easy enough (overlay blend mode in Photoshop), but how do I do the other ones like world normals/position/thickness/etc which have strange colors in them????
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These 3 meshes would be exported in an .fbx file, together as a selection, and might be named gun_game_res.fbx
body_low
handle_low
trigger_low
These 3 meshes would be exported in an .fbx file, together as a selection, and might be named gun_highpoly.fbx
body_high
handle_high
trigger_high
Then in SP baking settings>Match dropdown>select 'by mesh name'
The baker will look for these names and the .fbx file will respect them. So when you bake, each mesh will be baked only from the matching name and will ignore any high-poly targets with a different name.
It's important that names are exactly the same. The suffix can be customised in the baking options to your own '_xxxxx' naming convention, if you prefer.
I've used zbrush4r7 to export the highpoly fbx and maya 2016 for the lowpoly one. I've tried exporting to all sorts of folders on my computer but it still doesnt work.
Currently I've just imported the lowpoly as an obj and it reads fine BUT whenever i try bake by name from the highpoly fbx the software just crashes (sometimes the app just shutting down without any sort of error message). I have no idea why this happens and its stressing me out...I've tried further testing and found out that SP auto-closes whenever I try to bake normals/AO/ID/thickness at any resolution. the other additional maps seem to bake out fine...
Personally I will always export low and high from the same package for baking. In my case, 3D Max. That way I know everything is 100% on export for bake.
i only know zbrush and maya for this workflow, but even though i dont know max theres still gotta be a way for this to work
you will not see the problem anymore.