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Maya to baking approach

abronee
polycounter lvl 4
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abronee polycounter lvl 4
Hi everyone.

I am currently following a tutorial, where this model (also UV'ed) is provided. I wish to bake normals, AO and Curvature off this high poly to bring into Mari for masking, but I have a couple of questions regarding this.

1) If this would be a portfolio still image and not to be put into an game engine, would a low poly even be necessary; is it possible to just render these maps from a high poly single-mesh? 

2) If so, how would I have to approach this. Should the mesh be smoothed like I have done below to the right, or would you bake the maps from the originally provided mesh. 

3) Also, what settings should you use for exporting as an FBX; shall I tick 'triangulate' before bringing it into for example, Mightybake, and what about smoothing groups etc. 

4) MightyBake documentation says that you can bake off a single mesh, by slotting in your object in the low poly mesh, and leaving the high poly input unticked, but all I'm getting is black maps. 

Would be greatly appreciated if someone could explain this matter to me.

Thanks in advance



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