What is considered the best way to make alphas from a mesh? I learned recently how to get camera space normals from the mesh in maya but if I rotate those normal stamps they invert in Painter which means I have to use those stamps with that limitation
. If I use a alpha with a height I'll be fine I'm just not sure how to get these in good quality.
I know about zbrush and depth passes but those dont seem that great.
I know about baking a height map using a plane in xnormal but I get stepping when I stamp it in Painter and check the normal height view. I was able to slightly reduce it with AA in the baker, but it is still there.
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I could still use the normal stamps but I would have to flip the green on stuff I rotate, but the problem is I use generators that auto stamp it all and don't have that control after.
I will need to do some more learning to find out why it wont work. I smoothed everything in the render options in zbrush. I also smoothed everything on the mesh prior. I even went back and made 100% certain I smoothed everything in maya and it comes out like the first when I bake height info. It seems I can only get a smooth result from smoothing with a brush in zbrush which is very odd!!! :O !!
EDIT: So I found out if I subdivide heavy with smooth in maya it comes out perfectly fine. I guess I had too low subdiv and when I grab these with height you want as much division as possible to avoid the facet issue.
apparently smoothing the mesh normals does nothing when baking this information, you need high subdiv count.