Week 14
- harryucas
- Jan 10, 2016
- 1 min read
I've finally managed to successfully create me ambient occlusion and normal maps from the high poly bake, it pretty much was as difficult as I imagined, and took up the large majority of this week and the last to actually get some decent results. The main issues that I came up against was the cage from my low poly model intersecting with other parts of the cage. I Spent so long trying to understand how to sort out this issue by separating each individual part of my model into different material id's but it just wasn't clicking with me, until I came across a tutorial that explained the process of exploding your model to achieve a more accurate projection. My model is filled with tiny assets and parts so this whole process was quite time consuming, as well as my computer constantly crashing from the huge poly-count from my high poly, resulting in hours of lost work and corrupted files, and spending days to edit my maps in Photoshop because somewhere down the line my models just weren't baking properly, although I've learnt a lot from these past weeks its fair to say they've been a bit of a disaster.


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