Hey, Im about at my wits end with this one.
Im taking several models with there own Normal maps and baking them down to one master normal map with re-arranged UVs.
When I bake them as a diffuse theres obviously problems because the tangent space has changed.
Anyone have any experience trying to do this?
Anyone even know what Im saying?
Replies
I had to combine a bunch of outsourced props that were spread over a bunch of (terribly thought out) texture atlases onto a single sheet. Bake the diffuse map and spec maps as diffuse (max specular bakes do not bake a specular color/power map), but bake the normal maps out as normals. You might need to dupe the meshes and bake from one to the other for normals, i forget (stick a slight push modifier on the low poly and offset it the tiniest of bits so they aren't 100% co-planar or you'll get weirdness).