A blog by Henry Lockett about CGI, doing up a van and web development, amongst other things. Soon to be living in London.

Week 8 Logbook

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

HardEdges

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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