Ive already sculpted a head with a mouthbag, however I found that the mouthbag will be problomatic when I project the cage, with it being so close together and all. Is there an easyer way to do this than my opening the mouth way up?
This is always going to be a problem, there isn't really a great way to do it. Its just the nature of how raytracing works, with a closed mouth you're going to get intersections.
But you can do a few things:
A. Bake one version with a very low ray distance to get minimal intersections, bake another with a high enough distance to get all the detail, combine both in photoshop and paint out the minor errors.
B. Open the mouth in the high and low models, you may still need to do A here, but without the painting over work. This is probably the safest and most reliable thing to do. If planned correctly this is the most reliable and you may even be able to nail it with one bake. Its difficult to model like this though(unnatural open mouth) so you may want to use blend targets to modify the mesh after its finalized.
C. cut off a chunk of both the high and low versions for the upper lip, and for the lower lip. Make sure you have enough "overlap" so that you can blend it back without artifacts. Bake both of these and then combine them with the main bake. You still might get some issues around the corners of the mouth that you need to paint out. This is probably the biggest pain to do, but won't require reworking the high/low.
All of it sort of sucks, but there isn't really a magic solution that i'm aware of.
PS: Whatever you do remember you have to do it with the AO, and any other baked maps, plus redo it if you ever need to make revisions to the asset, so try to do something you can easily redo if needed.
Replies
But you can do a few things:
A. Bake one version with a very low ray distance to get minimal intersections, bake another with a high enough distance to get all the detail, combine both in photoshop and paint out the minor errors.
B. Open the mouth in the high and low models, you may still need to do A here, but without the painting over work. This is probably the safest and most reliable thing to do. If planned correctly this is the most reliable and you may even be able to nail it with one bake. Its difficult to model like this though(unnatural open mouth) so you may want to use blend targets to modify the mesh after its finalized.
C. cut off a chunk of both the high and low versions for the upper lip, and for the lower lip. Make sure you have enough "overlap" so that you can blend it back without artifacts. Bake both of these and then combine them with the main bake. You still might get some issues around the corners of the mouth that you need to paint out. This is probably the biggest pain to do, but won't require reworking the high/low.
All of it sort of sucks, but there isn't really a magic solution that i'm aware of.
PS: Whatever you do remember you have to do it with the AO, and any other baked maps, plus redo it if you ever need to make revisions to the asset, so try to do something you can easily redo if needed.