You can automate everything in SD. Actually not in SD directly, but there are command line tools for the bakers, so you can call them from any software or just through a script and bake as many meshes as needed at once.
You don't need to show the object at all in maya for the bake to work. Both high and low poly can be hidden. The envelope slider is also interactive. Maya's normal map baker is VERY good, but the AO one is awful.
Hello there, I'm currently doing some tests with ropes, I made an insert mesh which I UVed in Zbrush and created a curve to make a rope brush. Now each section's UVs are overlapping to save UV space, but when I bake the whole rope in SP I get these seams. There are no seams if I just unwrap the whole rope in one go, but…
Does anyone know when extracting normal maps in mudbox 2012, if a bump map is applied to the high poly, does it get baked down to the low poly as well?
Thanks. Do you mean the zbrush part? I'm mostly using an inflate brush on a low intensity with the Rick Backer alphas he posted years ago. Sometimes I'll also use the Gnomon alphas from Aaron Sims but the Baker ones are simple and clean and give good results... I still could have done a better job to be honest lol but oh…
"World Space AO" is handled differently dependant on what engine your using and what's best for that particular game. Some are real time which of course is expensive. Others bake lighting info into verts and others bake lighting into a second UV channel or even have unique AO renders for world objects, again can be…
Looks like you have some smoothing errors that are likely due to different triangulation in the baker, and the app you're previewing in. You could try triangulating before loading into the app(marmoset? UE3?) or triangulate before bake maybe
I am trying to bake a mental ray bump shader to a normal map using maya transfer maps however I can't seem to get it to recognize the mr shader. Has anyone ever tried this? Is there a way to render a normal map using the custom shader option?
I don't know XSI, but in blender you can bake AO etc. directly to the vertex color. Blender is free and you can export/import your model between blender/XSI and test it out. But my experiences with automatic baking of vertex color is, that the quality depends on the vertex distribution. I got decent results with 1.5k - 3k…