Greetings guys;
I am having an odd issue related to baking the texture from hi to lo. No matter what, I end up with results like this:
![WE0cm.jpg](http://i.imgur.com/WE0cm.jpg)
The goal is:
![9K6VH.jpg](http://i.imgur.com/9K6VH.jpg)
I am kinda new to how this thing works but these maps are 2048/2048 Edge padding 16, bucket size is 512 and antialiasing is 1x (using xnormal here.)
I know this is kinda noob to ask, but shouldnt 2k map cover indepth detail especially when you are making maps for every piece separately? Should I resize the map or split the face apart and extend it to have it cover more detail (which would leave a tarrible seam).
The reason I squeezed the UVs little to the side is because I have other stuff to texture out.
Original Finished:
![bFdF1.jpg](http://i.imgur.com/bFdF1.jpg)
So this much I have to map out.
Anyways; if anyone had this issue in the past when he was starting out and uses blender and xnormal please do share his/her method to resolve this.
Thanks.
![:) :)](https://polycount.com/plugins/emojiextender/emoji/twitter/smile.png)
EDIT: wow, its not even close to what its remotely suppose to be. >.< I dont know what happened to the nose.
![:( :(](https://polycount.com/plugins/emojiextender/emoji/twitter/frown.png)
Replies
Try baking at double res...so 4096, then scale down. Baking at actual res can often cause details to get too pixely.
I'm not sure what the Comicons regulations are this year, they usually don't allow more then one diffuse texture for your entry, so I would say posting up your map so we can how the UV's are organized would serve you far better then guess work.
Also, if the face is having problems, you're most likely going to have issues with your arm-guards too, some of those details are smaller then Storm's brows, so they'll pixelate even more.
The Gauntlet you mean? I deleted that, I am going to work with gloves and maybe at the very end if I have time and I figure this out, I am going to try and make the gauntlet. Right now my main goal is to texture everything with the same or close to the same res I was working with in zbrush. =\
I am having problems with texture at the moment, if need be, I will just combine Acc and Base texture and provide one normal map if they require.
First I have to figure this out. <.<
Also, you should be trying to pack your UVS in much tighter than that...all that wasted space is extra pixels that could be used. Your Face, while it may have the same texel density as the rest of the caracter....you could stand to make it larger. As was previously mentioned, its common to focus more detail on the face, since its important and has a lot of details, etc...
8 padding it all you need for engines like UDK and if you're rendering, unless you plan on using shaders inside Max, in which case, there isn't enough padding in the world to stop the seams from popping up.
Also, I just took a closer look to the submission rules, and it says the following.
You cannot separate the face, and 4K for the face is unheard of for game quality assets.
In my case, since I am starting out; its normal, occ, and base Color
This one is revised, I think I understood how they work:
Here are the maps that I used:
Unwrapped UVs
Normal
Ambient Occlusion
Base Texture + Ambient Occlusion
Why aren't you using the bottom right quarter of your map?
I was curious about this too. I was hoping you were reserving the space for something else. Good deal.
Unwrap looks much neater now.
Bake looks much better too.