@Devon M This one works in Maya. I can't remember who made it, but it sits on my shelf and I use it constantly. It's in MEL: string $objList[] = `ls -sl -o`; string $uvBorder[]; string $edgeUVs[]; string $finalBorder[]; for ($subObj in $objList) { select -r $subObj; polyNormalPerVertex -ufn true; polySoftEdge -a 180 -ch 1…
"And I got really good results in my bakes when I started using Cages throughout this tutorial." I hope I am not going to sound like a jerk here, but the first step for you to determine whether or not they are "old news" would be for you to investigate and understand why you suddenly got good results out of using them. And…
From my tests in modo baking with a cage generally produces the best results, though they are barely perceivable over a regular averaged vert bake, which is generally faster. With the new baking toolkit in modo, though, a cage (push modifier) is a 30 sec process that I tend to do anyway... edit: I've been meaning to try…
@vertex_ Yooo would that work in Maya? Smoothing groups = soften/harden edges right? @Macebo My old workflow was HP mesh and bake onto LP mesh. New workflow is HP mesh, back onto LP mesh that has a cage attached. I'm liking it so far.
@musashidan Yoo thanks for the advice. You actually dropped by my other forum topic about Dynamesh in zBrush. Thanks for that too! Yea, I'm still sort of exploring my way in the 3D technical world of what workflow I prefer. I love dropping posts like these to see how other people work, and then practice their workflow to…
I haven't used a cage since I started baking in Substance about 1.5 years ago. Mainly because I use an averaged vert bake for evrything(hard-surface/organic) and use Substance Painter and UE4 which are synced by mikkt tangent space. I simply haven't come across a case where I needed a cage. But that's my preference. I'm…
@Devon M Nice :) Debugging normal map issues is actually pretty fun (when not in a rush) especially now that Mikkt is commonly accepted, so yeah don't hesitate to show us what you are working on !
@pior Thanks for all the advice! I really appreciate it. When I finalize things on my end, I'll post some screenshots. And no offense was taken :) . @Joopson Yoooo thanks! I'll check it out.
I'm relatively new to the 3D modeling world (couple years now) and I've always done just a typical high to low poly bake with my high poly mesh and my low poly mesh. I throw it in xNormal (or Substance) to bake out my Normals and tweak it a bit in Photoshop if necessary. However, I've been following a tutorial series over…