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Posted

":2glruh6o]
you should really watch out for ao bugs resulting from overlaying details, especially concave ones, on the highpoly model. its worth fixing that stuff in photoshop.

Yeah, I did that but I had to rush it so some of the areas were left intact. it's the downside of using lot's of flotaters. The normal maps comes out clean, but one must do lot's of clean up on the AO map.

Could you elaborate on that?

The trick is to separate concave floaters and base geometry in different IDs, render out one AO map for each ID, and then combine both in photoshop. Much easier than fixing this stuff by hand. The same technique can be used to fix convex floaters. Just render one AO map with everything (floaters included) and another one with floaters only. Hope that makes sense.

Actually Minos, there's a much much easier trick that I learnt yesterday. A friend of mine told me about it, so I haven't tried yet, but basically what you do is right click on the floater and untick "Cast shadows" AND tick "backface cull". This of course, if your rendering on Max, and this settings should be used to render the AO only, for the NM put those values to default.

If your using xnormal there's also a way, go to the Ambient Occlusion bake properties and tick "ignore backface hits".

Happy Baking!

Oh and for those that doesn't know what a floater is, a pic is worth a thousand words so:

High Poly with floaters:

s4ckr5.jpg

Low poly (just a box with the normal map applied to it)

2yzlzxu.jpg

Posted

I always bake my floaters seperately and then just combine the maps in photoshop :). Another method i like using is modeling floater details on top of the uv sheet, instead of the model!Keeps the baking and map compositing fast and efficient :cool:

  • 1 year later...
Posted

Danke gentleman's! :hurg2:

Nysuatro, It's height is slightly taller than a human. I'll put it on a nice environment with some scale references when it's done! :))

Posted

Wow helder :shock:

For this type of mesh, I wonder how to make a good baking, I really don't know about that. :sad:

Me, I just make a low poly and some HP elements separatly after that (generally, floatting model). But never a full detailled High Poly.

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