A rather general question with a few answers I've experimented with, but what is the best way in your opinion to handle complex stacks when baking out normal maps? I notice a lot of the time, instead of just tackling the problem, unique UVs are created instead. But when it comes to creating environment models, for instance, there is a lot of overlapping to keep the resource count low.
With that prefaced, let's frame the question this way: what is best for a figure/character model, and what would work best for a generic environment piece that uses a planned texture? I'm sure there is some overlap to the technique, but I'm curious as to how this problem is tackled by this diverse pool of 3D artists!
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Where the marked face is going to have a lot of wasted space under the second box, so you want to hide some stuff on top of it (the sphere unwrap in this case).
What you can do in this situation is increase the W value of the sphere, (say, to 1.0, with everything else at 0.0) and you will get a render of the box top, except where the sphere sits on top of it.
This is useful for when you have a lot of little greebly bits and a lot of intersecting mesh bits.