Hey guys, does Maya have something like 3dsmax's material ID baking for normal maps or perhaps there is a workaround for it to save time instead of baking piece by piece and then comping them in photoshop? Thanks
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p.s. -perhaps similar feature in xnormal? sorry if it was answered before, couldnt find threads about it.
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Edit: forgot to mention that Xnormal is pretty much the same, you can add multiple models for high/low poly. I find it much easier to combine everything into single models when going that route.
On a related note, anyone know if there's a way for transfer maps to take into account smooth preview, so as not to have to convert all the meshes to real smoothed meshes when baking?
subdiv proxies?
Any tips on how to get nice clean bakes when you have intersecting/floating geometry being baked into a single low poly mesh? Intersections are killing me. Right now I just try to get the low poly mesh to encompass the high poly completely and bake on the inside of the cage only.
ya i hear ya, max and blender get around this because it;s a modifier, but modo i believe will bake using the preview, and gives the option when exporting something with the subdivion preview to apply it first.
the same interaction in maya would be nice.
Not sure exactly what you're asking, exploding should help with intersections. If its a solid lowpoly mesh, you shouldn't have intersections?
Can you post some images of the problem area?
Sorry I dont know there, it is a massive pain though.
I use the mesh smooth command, but this has a major flaw, if you don't delete your history your bakes can take a REALLY long time. So I would always save out a "clean" scene, then delete history, bake, and then revert back to that clean scene if I need to make any edits/as the final scene(so you don't lose the pre-subdivided mesh).
High poly Source Meshes:
Low poly Target Mesh:
Normal Map Artifacting Results:
But ultimately I was just wondering if my baking process is the best way to go about it. On your highpoly source mesh, its ok to have intersecting geometry like I have pictured above as long as its clean and you bake from only inside of the cage? It worked on the gear area shown above pretty well, its just picky at certain corner and border edges even when I have hard edges separated on my UV maps.