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High poly generation for normal maps

polycounter lvl 18
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coldwolf polycounter lvl 18
Usually I make the lowpoly mesh to however I want it to be, then add loops and whatnot to it so that I can turn on SubDs for smoothing. This is giving me some errors that prevents me from baking though, but I don't know why, so... how do you generate your high poly meshes for normal mapping?

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  • Rick Stirling
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    Rick Stirling polycounter lvl 18
    It depends.

    It depends on how I want the model to work - is the model a free sculpt where I build the LRmesh afterwards, or am I constrained to reusing pre modelled, prerigged models.

    I'm unsure what errors would prevent you from baking though?
  • gamedev
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    gamedev polycounter lvl 12
    Are you using Maya?
  • coldwolf
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    coldwolf polycounter lvl 18
    Well, I'm doing mostly mechanical stuff now, so I'm not really sure it'd be easier to bring through zbrush... then again, I've never tried. I have no idea what the problem was with baking. I tried modo first then max, but neither picked anything up. I disabled the cage to do it.

    I use modo exclusively now. I really can't stand either Maya or Max after modo. At the risk of hijacking my own thread, how much of a problem is this for a game studio? If I can work seamlessly between all three (modo has native fbx support), then it isn't much of a problem is it?
  • Rick Stirling
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    Rick Stirling polycounter lvl 18
    It depends

    It depends on how much you work on your own, and how much you share assets with other people.

    I build a lot of stuff in Silo, but all the rigging is done in max.
  • coldwolf
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    coldwolf polycounter lvl 18
    Hey, Rick? I think I see a pattern in your posts. :P Really, things always depend on so many other factors that it's difficult to give a generalized answer, but that's a given--there are always exceptions to the rules. I just need some place to start. I need to know the rules. Experience will tell me what the exceptions are.
  • Rick Stirling
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    Rick Stirling polycounter lvl 18
    Rules? At 2 places I worked at you did what you were told and used the software you were given. Nothing else. Here I get a little leeway.
  • JordanW
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    JordanW polycounter lvl 19
    Well he is correct, it just depends on the studio. A lot of studios will just be exclusive to one program so that assets can easily be shared and workflows can be simmilar between artists.

    As far as generating a normal map from a highpoly object and the problems you're having maybe give this a read:

    http://poopinmymouth.com/tutorial/normal_workflow.htm
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