Hi,
I am practicing modelling/baking and I've been having this question that I cannot really find an answer.
Is there any way that I can bake a single low poly from a high poly with multiple parts?
I've done baking 'bake by name' in substance painter.
But as I'm constructing quite a large space this time, I wanted to reduce the number of objects existing in parts.
For example, this is a chair that I modeled in parts - please ignore that it's unnecessarily high in poly, just practicing stuff.
Can I make a single low poly of this chair with all the separate parts baked without remeshing the high poly?
Or does the high poly model has to be properly collapsed and connected as a single object as well?
If possible, can you recommend me a nice workflow, please?
Thanks x
Replies
But you probably want to have a couple low poly objects just to avoid any intersection errors in the bake. Depending on how the LP is constructed, if it's non connected geometry and sits very close to other objects, you probably still want to use name matching.
So, I can technically bake a single low poly from multiple high poly, but it's better to consist the low poly in multiple elements or do separate parts and use name matching if the high poly has overlapping faces even if the low poly is one connected entity?
I don't know if this makes sense but:
What if I were to bake a part of high poly model, for example the back of the chair only on the complete low poly model of a whole chair?
Would it only bake the high poly bit of the back onto the low poly chair or would it completely go wrong?
Is Maya or Substance Painter will automatically be like, 'Ah, that's the back of the chair, I'm only backing the back bit.' or completely get lost?
Sorry if I don't sound that clear, but I think I got clearer ideas on the part where you explained, thank you!
Thanks again!
You can also do uv channel transfers in 3DS max, which is probably safest since there's no projection baking that may introduce artifacting/skewing.
(If a tangent normal map has it's uvs rotated/moved/scaled in a new atlas/pack, it'll be fine. It's only object/worldspace normal maps that would break with new orientations.)
Sorry for the Thread Necro, but this is what popped up in Google when I tried to remember what the specifics of Painter's Match By Name stuff. So, I'm going to leave the actual resource here for other peeps to find.
https://substance3d.adobe.com/documentation/bake/matching-by-name-182256530.html
You can also optimize a high poly model by deleting edge loops and leaving a bit more resolution on curved edges. I did that once for an entire city level. Using max at the time just applied materials to the parts and used that info in unreal. I only made models of the stuff and uved them if I couldn't find downloadable items like park benches and public trash cans in a compatible style. Pretty much all office assets were optimized 'free to use' excising models. The quality of the furniture was pretty high and I was amazed at the range.