So I have a character model I am doing for Mutant League Challenge,
http://www.polycount.com/forum/showthread.php?t=91884
This is the first time I have extracted the clothes, for example, from the main body as a separate zTool. So I have all these zTools laying on top the main body, and of course I want to bake the colors and normals from them ALL onto a low poly base mesh. The trick is baking the clothes and exposed skin only, and not the skin underneath the accessories.
I usually use Topogun to Transfer the Color, AO, and Normal Maps.
My workflow so far as been to decimate all the clothes (Singlet, Bandages, and Kneepad) as well as the body, then combining them all as one Ztool. I then export the newly created ztool with all the pieces into Topogun.
I am playing around using a custom cage created out of the body at 3 subD levels that encompasses the body and clothes. I inflate and smooth appropriately to make sure the cage does not intersect itself and encases all the detail.
Of all the tutorials I've worked through and sources I have used, I have never really come across a clean workflow for this issue. If anyone has tips or can direct me to a resource to educate, it would be great.
Replies
xNormals.
The main obstacle I have is the overlaying subtools like the hand bandages, and the leotard/singlet. Here is a test bake I did with a color bake to show you the trouble I am having.
As you can see the bake projection will pick up on some of the bandage in parts, then some of the wrist in other parts. I used default bake settings in topogun, letting the program create the bake cage from the low poly mesh. It is pulling information on both the outside and inside of the bake cage.
Another issue I will have if I use xnormal is capturing the polypaint texture. I decimate the polypaint as well as the high Sub level sculpt details.
The Results: