Hi all, though I am not new to 3Ds Max, I never had any need for hi poly stuff, or more complex normal maps as I was only doing quick arch viz and stuff (majoring in architecture not 3d stuff). However I watched a couple of threads here and started improving my Max knowlage. So... I would really like some advice on:
Floating geometry, how to set it up? How it works? And basicly the whole deal...
I am not lazy per se, I tried searching for threads and tutorials, but I seem to need a reeeealy slooow explenation since I can't seem to get it right.
Thanks
Replies
There are lots of other ways to I'm sure. Good luck with your floats
Then when you go to bake your normal maps you stretch the cage out to encompass the floating geometry.
It really isn't that difficult to do and its not completely necessary, but it is a lot more efficient.
The only big downside is they're usually not good for AO bakes. I make sure they're a separate mesh when it comes time to bake so they can be excluded.
if you're baking AO in max just select your floaters, right click, then go to properties and do this so the rap game becomes gravy:
On the bottom image I pushed the floaters away from the surface where they where just barely hovering so you could see them better.
The advantage was that I didn't have to create a crazy patch work of edges in one mesh. In the shell ejection port I did cut a box for the floater to rest inside which is easier to control than the many rounded edges of the ejection port.
The trick to most of these floaters is adding that extra flat lip on the outer rim so it blends into the surface. If you look at your floater from the side, and imagine the rays from the bake being cast down onto the surface, you can begin to understand how it works.
Which is another important lesson to learn when doing floaters, if you have an indent you want to slope your edges so they catch rays. You need to slope them enough that they will capture enough pixels to form the indent otherwise AT BEST you end up with a mostly flat floater with a few scattered pixels of slightly different color.