I've never been able to get the projection mapping bake in Max to work properly for me before. The only time I get reliable results is whenever the high poly mesh I am baking from is all a single piece of geometry, but that doesn't work in all cases.
Right now what I am working on is a gun trigger with two bar things next to it. I keep adding more and more unnecessary detail to the low poly because the normal bakes just wont work whenever I am baking from more then one object.
Before the low poly's edges on the inside and outside of the guard thingy used to be straight corners, not chamfered the way they are there, but I couldn't get it to bake the corner detail at all. Much worse was the inside edge where the disconnected pieces meet in the high poly was screwing all up completely.
Is there some magic trick or hint am I oblivious to when it comes to baking normal maps, or is the only solution adding more and more faces to your low poly till it works?
Replies
That's from when it was square edged. The front strip screwing up and being all wobbly is because the project cage part keeps insisting on not being straight and Max doesn't have an align to X or Y when it comes to the projection cage, but that isn't my problem, the issues occur at the edge where the two meshes meet in the high poly.
http://www.xnormal.net/1.aspx
Just relax man...start simple...make mistakes..learn...read..search
Which is why when this isn't working right I am stressing out and wasting valuable time that I have very little of, and I need to get the answers, not mess around with possibilities and googling other people's attempts.
Very illuminating.
here's a start:
http://wiki.polycount.net/Normal_Map
http://boards.polycount.net/showthread.php?t=62780
http://www.nextgenhardsurface.com/viewtopic.php?f=24&t=1354
http://boards.polycount.net/showthread.php?t=36177
http://boards.polycount.net/showthread.php?t=48305
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