What is the best way in the world to bake normal occlusion and shadowmaps

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Old 11 November 2012   #1
What is the best way in the world to bake normal occlusion and shadowmaps

i want to convert some buildings with 1000 polys to 8 polys i was trying with transfer maps in maya and couldn`t get any good results infact, some black spots popping all over the mesh after baking.
i wonder what would be the best way to bake normal maps for houses and buildings.
 
Old 11 November 2012   #2
XNormal

xNormal is great for baking maps.
 
Old 11 November 2012   #3
I always use a combination of xNormal and Maya mental ray (transfer maps).
Black spots can be the result of many things:
-Source mesh penetrating the cage
-Insufficient rays, resulting in noise on the AO map
-Corrupt geometry on the mesh
-Overlapping UV shells

You should first check your geometry with the "Cleanup" tool in Maya. You want to look for this:
-Lamina faces
-Nonmanifold geometry
-Zero-length edges
-Zero-geometry faces

You can also check for faces with zero map area. They tent to appear on complex objects if you are just using Maya's native crap-unwrappers (I use Roadkill and never get them).
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Nightshade UV Editor (script for Maya) - Extends Maya's default UV Texture Editor with additional tools.

Last edited by DeadlyNightshade : 11 November 2012 at 09:24 AM.
 
Old 11 November 2012   #4
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