Hello everyone! I created a video explaining the process I use to bake my normal maps. This removes cage creation from the process while retaining the benefits of an averaged cage. Comments and critiques are welcome! [ame] https://www.youtube.com/watch?v=sGC2X6Qazvs[/ame]
Hmm, I didn't see any 45 degree bevels if your video, maybe I missed that bit. Anyway, here you go (tested in XN w/o cage, run it through substance): https://dl.dropboxusercontent.com/u/499159/skewquack.zip As you can see, the floaters near the beveled edges are still skewed. Floaters in the center part of the face look…
AHH, I misunderstood what you meant. But I(think), I understand now. In my method, I believe I have that exact test-case? 45° angle bevel, with the adjacent areas on the same smoothing group and uv. This method just uses the non-averaged version which would have perfect detail projection.
I basically make my low polys watertight nowadays. My cages, even on large objects are usually not more then a few rather large chunks. This technique isn't really about speeding me up, but speeding a large number of people up that I don't have time to personally train. And no worries, about me taking the feedback the…
50k (or 25) doesn't sound like a significant factor; how do you generally create and edit your cage? My typical workflow in modo is: Create a new morphmap on my lowpoly > Use Push tool, pan around model to ensure HP is covered, export via pipelineIO script (1 or 2 clicks and my exploded lp + cage is exported to a fixed…
There are lots of methods to bake nowadays and many ways to get fantastic looking bakes. It all boils down to the tools at your disposal. Many parts of the pipelines can be automated to a certain degree as long as there is experience available to make that automation happen. In my case, I wanted a 'turn key' solution to a…