The Maya normal map baker works great, no issues here. As EarthQuake said the ao baker is still broken in Maya 2011, I've logged bugs against the outstanding issues but I doubt it will be fixed in Maya 2012. I used Xnormal for ao baking and got good enough really fast results. Maya's ao baker is too slow even if it worked,…
Get the decimation master plugin for Zbrush. It'll reduce your high poly right down while retaining all the detail. Then you'll be able to bring it into max. Only your low poly model needs UVs. For your first bake, make sure that none of your UVs are flipped/mirrored or overlapped, for simplicity's sake. The baking process…
EQ maybe you can clarify something I noticed. When making low poly models (cage) that don't have an even distribution of edges (perfect quads) you get all kinds of lighting errors. You can call these smoothing errors, but it's really a limitation in how vertex lighting works. I noticed that if I don't take the time to get…
The shape of the low poly geometry causes it to catch rays from underlying surfaces and the pixelated radial artifacts around the base of the shape are caused by the parts of the high poly floater that curve away from the low poly shape. It's generally considered best practice to add a flange (that's parallel to the…
This can be due to the highpoly faces being backward, and can happen in some software if you mirror elements by using negative scaling. Make sure you have backface culling on in your 3D app so you can easily spot and fix backward faces. It looks like the resolution of the texture is very low in this area, so you have…
Hi there, I'm making an engine and I'm having a lot of trouble with the bake phase. My idea was that since I have many objects instantiated/duplicated to save space in the UV I decided to just bake with the original piece and delete all the other objects so they don't take up space. Since they have the same normal info.…
Wow, what a long title... So I'm making an exploded mesh for baking in xNormal, with the method of pulling elements apart in an animation, by either: *Moving whole objects. My hi-poly is separated into objects and uses this method. *Moving elements and giving them a shape key, then animating the value. I did this with my…
Hi there. I am currently struggeling with baking perfect normals for hard surface objects in Xnormal. I am currently using maya 2012 and would be really happy, if someone could help me. This is the low poly object on which I want to bake my normals The high poly was done in maya and zBrush. The Problem is, that I get some…
Splitting normals before baking is a good process. We have a bit about why this is important: http://wiki.polycount.com/wiki/Normal_Map_Modeling#Smoothing_Groups_.26_Hard_Edges Also some great examples here, along with info on why those extreme gradients are best to avoid…
I'm referencing the technique from Yibing Jiang's Siggraph course from Uncharted 4. Slides can be downloaded here: http://advances.realtimerendering.com/s2016/ On slide 45 you can see the technique: Basically bake an AO map from UVset 1 with alpha transparency onto UVset2 with cards fully laid out to get a shadow map. Maya…