Well, just as the title says, is baking a diffuse map from a higher-poly map a viable alternative to the standard means? I've effectively got a model which I'm finding incredibly hard to optimise without sacrificing detail, and if I were to use, say, pro-optimiser it makes the mesh very hard to unwrap, but I don't know if baking a diffuse map could end up going horribly wrong.
Many thanks,
Lucky
Replies
It's certainly possible, I don't know that it would actually be faster than unwrapping and painting in photoshop, though, unless you've got some killer procedurals on it.
I'm in the process of texturing the source mesh. It's mostly quads so unwrapping wasn't much of a hassle (new peel tool helps a lot too). I wasn't asking in regards to efficiency, but rather the result of doing it this way.
Whatever your hangups are, you can't use them as crutches, you need to overcome them.
I cannot imagine that you'd get a good low poly mesh for a gun out of pro optimizer, and given (especially if its an FPS model) you'll want to have an uneven texel distribution, you'll need to unwrap it well, which will be easier with a clean mesh.
There are definite benefits to rendering a diffuse map from the high poly, but you seem to be trying to 'cheat' your way around learning fundamental skills, which is not a benefit it will give you.
You want to then optimise a version of your high poly mesh and bake down your maps without having to re make your UV's?
Sure you can do this, however your will want to have a good look over your optimised meshes UV's, as chances are they will need adjusting or sections re created.
Ghostscape makes a good point about optimising with pro-optimizer, final result will suffer.
Best advice i can give is to just try it, what's the worst that can happen? even if it goes sideways your going to learn a bunch of things anyway.