Bake the fence and pipes seperately to two different low poly meshes (use clone to make sure UVs are identical) then bake a diffuse map for each being sure to check split alpha for the fence, that will give you a texture called A_*texture name*.tga. That texture contains the alpha for your fence and you can use it to make…
So I ended up doing a diffuse pass and in process of doing ao maps for each layer. Thanks for everyone's help, heres what I have so far (in case you wanted to see it). I was having trouble lining up the norm with the diffuse but it clicked after the second pass.
I guess what you want to do is assign different color materials to each of your high poly elements - e.g. one color for pipes, one for fencing, one for the frame, and pick basic colors, like pure red, pure green and pure blue for that. Then you can bake the color (aka diffuse) pass and use that to separate the different…
**updated at bottom** So I have a question about texturing when it comes to normal map projection. I have my high poly which is staggered in different layers projected on my low. My question is whats the best way to match up my diffuse with my normal so each pipe, texture and fence all look correct? Heres the high Heres…