@EQ, I was about to mention Face Weight Normals, glad MoP already brought it up. If you ran the script below on #3 of your first post I think most of the skewing would be relieved. Of course, all the cavats you mentioned still apply. However, Maya defaults to Face Weighted Normals since 2012. Anyway here is my script for…
So, if i have set custom projection directions manually via cage tweaking or via script, i have to use that same cage to do the AO bake as well to get the AO to match the normals for geometry with lots of detail? Or do people just bake the AO for the LP with just the LP, no HP? I understand this thread is about avoiding…
Also keep in mind that you can export/import the cage mesh from the projection modifier in 3dsmax. This is a smart thing to do even if you're aren't using an external baker. That way if you end up having to change the geometry of the low poly for some reason, you can create a new cage and "conform brush" or snap it, to the…
I know you asked Per, but I can probably fill in as a not so convincing look-a-like. 1. Here, automation refers to basic tools to push/enlarge the cage to cover the highpoly. Manual hand editing would refer to painstakingly editing verts to attempt to fix projection errors, which is time consuming, not particularly…
Nice one Joe, lots of good examples and tips :) I just wanted to chime in with a point that I didn't see anyone else making here - you can always just edit the vertex normals instead of using a cage or adding geometry / splitting edges etc. This can actually work really well for situations where you have bevelled edges…
Hey Paul, glad to see you chime in. I thought about talking a bit about custom normals as I've used that workflow on previous projects as well. However, I have a number of reservations about editing normals as a sort of general use practice. For instance: 1. Both your exporter and game engine/importer need to support…
Paul can correct me if I'm wrong, but I think he's referring to editing the normals of the lowpoly mesh. There are some scripts that allow you to select a face (or a group of faces), and then set the vertex normals to match the face normals. You need bevels along the primary planar faces, which you can sort of "push" the…