Hi!
I have a few questions regarding normal map baking in Maya and a modeling question. Im creating a model which cannot exceed 30 t. trangles. It is fairly complicated. The way I want to do it, is to create a lowpoly model and then create a high poly model, and bake the normal map from high poly onto the low poly in Autodesk Maya. I also have some buttons that are inset in leather, they look like they´ve been pushed into the fabric. How can I achieve that? Im also including a picture of an example. It would be ideal if I could create these soft insets within the high poly model so I can later bake it as a normal map onto the low poly. I´ve never done it before, and that is why I need help. Once I get it, I will be fine.
I was wondering if anyone can give me some tips on the matter?
Replies
1) Floaters.
2) Subdivision surface modeling.
3) Displacement.
Basically I can create oval circles where the indent shall be, and then push them in. Copy the selected ovals and then extrude them into buttons. It shouldnt be any problems with that. And thanks for the second message as well. It helps to know how to ask for help on polycount.
I just need to find some good tutorials or documentation on normal map baking in Maya. If anyone sees this, and know off the bat a good one, please let me know.