My experience thusfar:
Extremely fast and extremely clean bakes.
No need to explode my meshes anymore. Woo!
Very easy to use.
I had some difficulties with getting the normals to bake correctly in the beginning. But I got those fixed in the end. The same problems did however return once I started using a skewmesh to fix the skewdetail errors. But next time I just need to model those in.
Just because I was curious, I tried to export all of my meshes in meters. My project’s unit size is in centimeters. But this caused the baker to get stuck. It refused to bake.
Didn’t really get the material ID/materials psd to work. I stuck with a color id bake from Maya in the end.
Some feedback points:
Loading in your Lowpoly and Highpoly via the same method as you would load in your cage would be handy. Saves us a couple of clicks :P.
A previewer for your bakes would also be really nice to have.
Maybe a possibility to make some kind off preset for the raytraced AO and curvature that is based on your output settings. Low/Medium/High quality etc. So you have the possibility to let Handplanebaker calculate the ideal amount of rays for you. Just an idea though.
Time estimation for your bakes.
Replies
And here are all the textures i've used up untill now:
Handplane AO:
Handplane Curvature (The parts that show up as black where not put into the projection groups because they didn't need to be baked):
Handplane TS Normal:
Handplane OS Normal:
Handplane Gradient:
Handplane + NDO TS Normal:
Handplane + NDO AO:
Handplane + NDO Curvature:
One small critique is that I feel you could possibly pack your uv's just a bit tighter to push out that much more quality/resolution from the bakes.
And some breakdowns: