|11-07-2012, 11:15 AM||#1|
Join Date: Nov 2011
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.
|11-08-2012, 09:16 AM||#3|
Jr. Technical Artist
Join Date: Jul 2012
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:
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).
Nightshade UV Editor (script for Maya) - Extends Maya's default UV Texture Editor with additional tools.
Last edited by DeadlyNightshade : 11-08-2012 at 09:24 AM.
|11-08-2012, 09:16 AM||#4|
Lord of the posts
Join Date: Sep 2003
Thread automatically closed
This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.
Note that as CGTalk Members, you agree to the terms and conditions of using this website.
|Thread Closed share thread|
|Thread Tools||Search this Thread|