Oh wow, Thanks to Jeff Parrott, Swizzle, and indavisual for the examples and tips. We're got a project coming up that is going to include some workshop content as bonuses, so I'd like to figure out as much of this as possible ahead of time to reduce the amount of trial-and-error I have later. This will be a huge…
@throttlekitty- Sorry I didn't get a chance to upload some images. I'm looking more for workflow suggestions than a specific texture critique. I think the Sculpted hair on the example model may just be giving me the impression that something 'extra' was done beyond just a light-bake. @r_fletch_r- I use light bakes in my…
I outlined this method in the third post, but the results aren't anywhere near as nice as the Valve example. The title of the thread should probably read "How to create REALLY GOOD Point Light Maps?"
I had the same question after reading through their character texture guide. I work in Maya, but once I've got my High and Low poly models ready for texturing, I usually start by baking out Normal and AO maps in xNormal. I've had much better results there than using Maya's 'Transfer maps.' Using Maya to render out a Point…
Hey Guys, I was trying to figure out how to do that what was asked in this topic. I kind of got it working, but the results I get are strange. Nothing on the UV is mirrored except for the hands and shoes of the character. The parts that are mirrored are off set a UV tile to the right. (the normal map and AO for example…
There are various problems with baking lighting using point lights. The most prominent is that specular highlights will kick you in the ass if you don't adjust your gloss and overall intensity properly before baking. The wider the specular highlight, the smoother the shading will be. This is essential if you're using any…
Swizzles examples seem way too ambient and dark. They should have called it a value map since that's what your trying to get, a range of white's and dark's that define and exaggerate the surface volume.