Hello people! I have recently graduated and I can officially say that I'm a game design and development graduate ( 3D prop & environment ), yay! Altough I feel that I have many areas that I am not as familiar with them as I should. Specially with baking. While baking i allways find erros that i make in retopology and…
I used to have a lot of trouble with baking as well. I feel that I have a layman's understanding of the process now, but I actually found a tool (somebody here told me to try it) that allows me to get perfect bakes consistently even without fully understanding the minute details of the process. The tool is Marmoset Toolbag…
Haha! Well, isn't it nice for you that you arrived on the scene at a time when the industry finally -after many, many years of hacking - got a universal tangent basis. For the rest of us that have been baking a long time this isn't a 'crutch', it's a f**king godsend. Be happy mate. Don't feel guilty. ;)
Alexsey did a great job, but he also cribbed from a lot of places without attribution, which would be nice to add. He's abandoned that doc, and hasn't been back on Polycount for a few years now. But there are suggestions and additional info in his original thread. Worth a look:…
A Practical Guide On Normal Mapping for Games by Alexey Oshchepkov.92 pages of pure awesomeness. https://drive.google.com/file/d/0B02lElvs8BcvYllmQWpXUGxod3M/view
I remember having a lot of trouble getting good ambient occlusion, curvature and thickness bakes from xNormal few years ago, because it had so many settings and it was VERY slow with CPU, even with 512x512 resolution.. but nowadays Marmoset's baker solves everything for me, and it gives tons of bakeable maps. I can bake AO…