@gnoop Hm, interesting. But it seems to me that the approach you mentioned cannot be applied very often. For example the robe has some sort of attachment which you need to stitch with the robe on low poly stage. Then you cannot use the method you mentioned, right?
In substance painter, you have your highpoly and lowpoly separated into pieces within a single fbx file. Then, if they share the same name with the right suffix (_low/_high) they will bake separately without any need to combine maps in PS. In the case of clothing, if you separate it into pieces where real sewing seams…
In similar manner you can separate sleeves from torso to solve shoulder parts. Those pieces would be separate on UVs and vertex normals too, so visually it doesn't even matter if it's one object or two. If character is supposed to speak then it would probably be easier to model him with slightly open mouth. Or you can…
Hello there. I have a question regarding baking of a mesh with areas that are situated very close to each other. For example, a robe with a hood, where the hood touches the back, so to say (to show what I mean attaching a example from hogwarts legacy). So the whole robe is a single mesh so don’t think exploding is the way…
I find this separating and piece re-naming tedious and annoying . In many cases you have to keep UV on hi res. Especially when you start from low res and detail it. Sometimes UV on hi res is necessary just to do small details there. Then it's just baking object space normal map and converting it into tangent space in…
0_sum_0. yeah, sometimes the method doesn't work and it requires certain thinking ahead. Some attached details could be baked in just fine like the buttons if you have them as floating geo without the back side , some clothes details too. Projecting UVs doesn't work well over seams etc. Also depends on a baking renderer.…