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Xnormal and miltiple textures

polycounter lvl 14
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NAIMA polycounter lvl 14
Hello , I am usually using Xnormal to bake AO and I was wondering if thereis a way tobake an object that has different textures , rather than having to bake one at time , I can't find an entry for multiple entries. <br>Thanks for any answer.<br>

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  • musashidan
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    musashidan high dynamic range
    Just go to the 'Baking Options' section and check all the boxes that you want to bake corresponding maps for.
  • NAIMA
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    NAIMA polycounter lvl 14
    Just go to the 'Baking Options' section and check all the boxes that you want to bake corresponding maps for.
    I know that, what I mean is that there is only one single output file , unless I ammissing something , I wanted to be able to output multiple output files.
    For example I have a model that uses different textures and so uvmaps if I load that model and have only one output it will overwrite and overlap the backed AO , instead I wanted to have each piece of the model with its own uvmap to be baked on a different texture .
    How can I do that?
  • musashidan
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    musashidan high dynamic range
    :) Didn't think it would be that simple.

    No, Xnormal can only output a single bake at a time. You can of course add multiple meshes(provided the UVs don't overlap) and XN will combine the bake to that single output.

  • NAIMA
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    NAIMA polycounter lvl 14
    :) Didn't think it would be that simple.

    No, Xnormal can only output a single bake at a time. You can of course add multiple meshes(provided the UVs don't overlap) and XN will combine the bake to that single output.

    So basically I need to arrange the uvmaps of all the pieces into one single supersized Output and then cut them apart in Photoshop I guess?
  • musashidan
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    Yes, but if your going to do that and want multiple normal maps as your output then why not maximise you UV space on each model instead of chopping up a single output and sacrificing precious UV space?

  • NAIMA
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    NAIMA polycounter lvl 14
    what you mean by maximize?
    Anyway I have a max limit of 1024 x 1024 texture size.
  • musashidan
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    musashidan high dynamic range
    Maximise as in to squeeze all the texel density you can out of your layout. What is your intention? To have 3 separate sets of 1K maps?
    What I'm saying is if you bake all the meshes to a comped 4K map(for example) and chop it apart into 1K maps then you are losing out
    on valuable UV space.
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