I have modeled my details in Max, and set all of my details over the plane to which I want to bake the details on.
I think that the normal details are coming out barely okay, still needs a bunch of work, but specifically I don't understand how to get a proper heightmap bake. I don't quite get where to place the baked plane and what colors I'm supposed to be looking at. Are the faces that are flat and touching the baked plane supposed to be a neutral grey? I don't have any detail that is going outwards, only inwards.
Someone mentioned to me that the baking plane should be below the details for the normals, while the plane should be over the details for the height map?
The thing that would help the most I think is to understand how high people are setting the height of their trim details to capture the elements for the normal and height map.
I'm using marmoset for my bakes but I have also tried the render to texture inside of 3DS max.
I'm not too familiar with the substance painter bakes but they aren't coming out as nicely as the marmoset ones.
The ultimate intention for my trimsheet is to use parallax occlusion mapping, but my height maps make some things blurry/fuzzy.
If I could get some tips on what I am doing right/wrong that would be extremely appreciated...
Here's an example of my height map currently.
The completely black spots are going to be alpha'd out like metal grating
Here's the Normal map:
Here's the setup in Max for my placing the planes and the details
Replies
@icegodofhungary I really appreciate that in depth response!
Your illustration makes perfect sense, it's just really annoying to get such drastically different results from different bakers, and I'm not sure how to get the optimal scenario where the top of the high res is white(the highest point) and the deepest points to be the dark gray.
To give more background, I am trying to replicate some of the Star Citizen techniques and I guess it kind of makes sense to not use trims like this for POM. Would it be ideal to use a decal sheet with individual hard surface details and cut out the plane to be placed right above my mesh instead? I would use them as a deferred decal instead in UE4.