Week 8 Logbook
A week of baking!
Published 19th November 2018 by Henry
Michael Pavlovich tutorials
Baking in Maya
Bevel edges without chamfer
Choose Rendering from TL dropdown
Tangent space – different for different software
Tangent space is same as relative space, as opposed to World space
Mikkt tangent space – look up Mikktspace workflow
Crucial – make sure to triangulate is checked at first export because different software triangulates in different directions
UV Smoothing groups
Seams appear on UV shell sides because direction of light rays
Harden all V borders, Soften all others
Set hard and soft edges script
Use this MEL script to create a custom shelf command which you can apply to any primitive
Naming convention baking
Put meshes into groups of low and high:
Zbrush
A really nice workflow to get meshes from Zbrush baked
Polygroups > Group by normals
then Geometry > Crease > Crease PG (Crease by polygroups)
Subdivide as much as required
Do some sculpting!
Del Lower
Then Geometry > Dynamesh > change resolution to whatever is needed (eg 1024)
Dynamesh evenly distributes polygons as much as possible across the whole mesh
Decimate and bake!
Substance Painter
Applying height maps with anchors: this will allow smart masks affect height maps on another layer
- Create a fill layer and turn off all but the Height
- Add a black mask and add your alpha as required
- Add an anchor on the layer:
- Create a layer above the height layer with the texture/material you want (such as rust)
- Add a black mask to the layer and scroll down in the mask properties to Micro Height
- Click Micro Height and then the Anchor Points tab
- Add the anchor point from the other layer
- Scroll up and turn on Micro Height under the Micro details section
Better Way, not using anchors:
- Bake all with hi poly
- Fill layer add black mask
- Add height stuff
- Add material on top
- Add rust on top with a smart mask
- Export all the textures
- Create an export profile that exports the DirectX normal map as this has all the information in it from the bake and layers
- In texture settings, bring in the normal map you just exported
- Do a second bake, but disable Normal, but leave World, Occlusion and Curvature AND remove the high poly from the HD meshes
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