Hey there, I was just wondering if there is a good way to solve this issue...
I baked a Normal Map and AO Map as usual.
For the most part the bake is great, but there are a few wavy lines, and stretched areas I want to clean up with the smudge and liquify tools.
Now I can do one (the normals), then the other (the AO); (put one layer on 40 percent opacity and line things up) but it's not such an exact way to do things.
Also, it's hard to get things to match up and I think it would be much better if I could automate the process.
For example, if I could record the actions of liquify tool on the normals, then just re-apply it to the AO, that would be perfect.
I know I could also adjust the cage, and re-bake the specific area, but this becomes really time consuming and tedious, depending on what you are baking.
I'm just curious how other people do it, and if there is a better way, like mentioned above.
Thanks in advance!
Replies
Or do what Slum suggested, ha that's great never thought about using the save/load on separate layers. I always thought that was going to be specific to that liquefy.
I thought it had something to do with using the new 3d features in the extended version.
But... I tried it out, and it works great!
Thanks a ton Slum!
While I am on the Photoshop subject, anyone know if there is a way to get more handles on the warp tool. Like in 3ds max, there is the FFD Box, where you can specify the dimensions. It would be really useful to have a few extra handles at times.
Especially since if you're doing something like baking out vertexcolour/material colour as a guide for texturing, plus AO, plus normals, that's 3 maps you now have to edit and keep consistent if you do it the Photoshop way, while if you just edit the cage you can fix everything perfectly in one go without having to worry about stuff not lining up... just a thought.
Yeah, in this case I have a bunch of buildings I am baking, with like a thousand little windows and stuff. Only a fewof them are warped which is why I asked the question earlier.
The bake has a lot of detailed high poly stuff, and just to render it takes a while (over 15 minutes). where the edits on the maps as slum suggested would take a couple of minutes. The edits I want to make are very minor.
You can just select a smaller portion at a time, which kind of helps. Still not a great solution though.
But this is sort of a lot of work, and you might loose some texture quality.
[Edit] Its good to know I am not missing out on anything there though, thank again Slum.
Usually I only do the final, highest-quality bakes with everything turned up to the max once I'm sure that there aren't any ray misses or dodgy warped areas.
A 1/4 resolution bake with no antialiasing (and no advanced lighting - all you need to check this is the normalmap, turn off any lights which might slow down the render!) is all you really need to see what the issues are, and even with lots of highpoly objects a bake like that shouldn't take more than half a minute or so.
The other thing is, there are times when I adjust the cage, and it messes another area up, or doesn't quite make things perfect, and then there is a lot of back and fourth. Which could waste a lot of time. I think it's just always good to have different options available, and I'm sure the trick Slum pointed me to will be extremely useful. I really appreciate the tips though
And yeah, the Liquify trick is pretty handy.
But honestly, there is no real reason I can't check the normals right in the same scene to see that everything is correct. At least for a quick and dirty look. I'll keep that in mind, because I do tend to get in certain habits that are not necessarily the quickest way to go about. Thanks again MoP!
there is a "save mesh" and "load mesh" option in lequify so you dont need to individually liquify everything separately. you can just liquify the normal map, save that mesh and load that mesh for AO and it would line up exactly as long as your selecting withing the same boundary.
for quick fixes i rely on lequify most of the time.
(...see what I did there...)
I agree, MoP is correct and a great help. He answers like 90% of my technical questions on Polycount, lol.
[Edit] Oh and look, MoP is going to make 10,000 posts soon! Is that a polycount record or something?
(9 to go)