And i cannot find any resource online either. Snif. I have mudbox and zbrush in my disposal for the time being. I only know about subdivision baking so when i add anything extra i dont know how this can be added to the main object's normal/diffuse map!
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@Obscura you mean like, IMM brush that screw and then just bake the normal map? It doesnt show it correctly!
Baking, by definition, is from a high to a low
you create the detail using modeling methods like sub-d and just 'float' them off the surface of the high poly. The projection rays will capture that detail as it casts the rays perpendicular to the surface normals. But what I'm saying is if the software you're using is a sculpting software.....then sculpt the details.
How else would you describe baking a normal map for a high/low workflow in 1 sentence? Just saying 'it's not tho' isn't very helpful to the OP. I know how experienced you are. Perhaps we all could benefit from a more enlightened reply.
@Larry : use ray casting baking instead, and you'll be able to apply the advice given in this thread.
@pior interesting.I didn't know Mbox had that feature.
You might want yo sculpt some detail on a beveled low res cube and then change the high res to a sharp edged cube and paste some details so it could be an unusual reverse resolution baking or something!
@pior
Thanks for the insight! your answer was rly helpful
The best results section of this tutorial covers floaters: https://www.marmoset.co/posts/toolbag-baking-tutorial/