<?xml version="1.0" encoding="UTF-8"?>
<rss xmlns:content="http://purl.org/rss/1.0/modules/content/" xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:rdf="http://www.w3.org/1999/02/22-rdf-syntax-ns#" xmlns:taxo="http://purl.org/rss/1.0/modules/taxonomy/" version="2.0">
  <channel>
    <title>topic Re: Baking Normal Maps (For a tree) in Maya Modeling Forum</title>
    <link>https://forums.autodesk.com/t5/maya-modeling-forum/baking-normal-maps-for-a-tree/m-p/8002163#M14460</link>
    <description>&lt;P&gt;&amp;nbsp;damaggio,&amp;nbsp;&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;I've made a quick test in Quixel suite and yes i don't know if it's just me that trying a bit too much to make things too great but is the visible edge for the branches is ok ? and my normal map also make a weird wrinkle in the bottom of some branches and I dont really know why.&amp;nbsp;&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;I tested a lot of things this week so also i'm pretty sure i can have a better result if I give more time to work on my high poly models (add smoother effect on the branches) but really I wanted to have the best results because i have 6 more trees to rework on with a good topology like this tree.&amp;nbsp;&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;Did is just me that exagerate a bit too much for the result? haha it can be!&amp;nbsp;&lt;/P&gt;&lt;P&gt;Here's photos:&amp;nbsp;&lt;/P&gt;&lt;P&gt;&lt;IMG src="https://image.noelshack.com/fichiers/2018/20/2/1526369637-screen01.jpg" border="0" /&gt;&lt;/P&gt;&lt;P&gt;&lt;IMG src="https://image.noelshack.com/fichiers/2018/20/2/1526370232-screen02.jpg" border="0" /&gt;&lt;/P&gt;</description>
    <pubDate>Tue, 15 May 2018 07:44:19 GMT</pubDate>
    <dc:creator>Anonymous</dc:creator>
    <dc:date>2018-05-15T07:44:19Z</dc:date>
    <item>
      <title>Baking Normal Maps (For a tree)</title>
      <link>https://forums.autodesk.com/t5/maya-modeling-forum/baking-normal-maps-for-a-tree/m-p/8001870#M14458</link>
      <description>&lt;P&gt;Hello everyone,&amp;nbsp;&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;I'm a little confused about baking my normal maps for my tree let me explain my workflow.&amp;nbsp;&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;1. I created a low poly mesh in maya with a good topology (trunk)&amp;nbsp;&lt;/P&gt;&lt;P&gt;2. I added some branches using 3ds max with attach, chamfer, target weld and bridge to connect the branches to the hole in my trunk.&amp;nbsp;&lt;/P&gt;&lt;P&gt;3. I made my uv mapping and uv layout in maya.&amp;nbsp;&lt;/P&gt;&lt;P&gt;4. I extract the branches from the trunk to create 2 group for texturing after in quixel suite&amp;nbsp;&lt;/P&gt;&lt;P&gt;5. I export my low poly mesh out of maya, and open zbrush and i duplicate it to create my high poly mesh by adding some details to bakes on my low poly mesh&amp;nbsp;&lt;/P&gt;&lt;P&gt;6. My result is ok but i see the edge of the branches when i apply my normal maps and i'm just not sure if it will give me some trouble later on.. I look in alot of tutorial that talking about "cages" baking or smoothing edge but i'm really confused about what should i do for this type of tree models and i hope that someone can give me a better idea about it. I also try with xnormal but i get the same result.&amp;nbsp;&lt;/P&gt;&lt;P&gt;I look this documentation too:&amp;nbsp;&lt;/P&gt;&lt;P&gt;&lt;A href="http://leonano.com/portfolio/5-workflow-bake-details-zbrush-lowpoly/" target="_blank"&gt;http://leonano.com/portfolio/5-workflow-bake-details-zbrush-lowpoly/&lt;/A&gt;&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;Here's some photo:&amp;nbsp;&lt;/P&gt;&lt;P&gt;&lt;span class="lia-inline-image-display-wrapper lia-image-align-inline" image-alt="treemodels01.PNG" style="width: 999px;"&gt;&lt;img src="https://forums.autodesk.com/t5/image/serverpage/image-id/500531i4A525993CC483D03/image-size/large?v=v2&amp;amp;px=999" role="button" title="treemodels01.PNG" alt="treemodels01.PNG" /&gt;&lt;/span&gt;&lt;span class="lia-inline-image-display-wrapper lia-image-align-inline" image-alt="high&amp;amp;low.PNG" style="width: 999px;"&gt;&lt;img src="https://forums.autodesk.com/t5/image/serverpage/image-id/500532i961B70F271D57C11/image-size/large?v=v2&amp;amp;px=999" role="button" title="high&amp;amp;low.PNG" alt="high&amp;amp;low.PNG" /&gt;&lt;/span&gt;&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;Here's the normal map:&amp;nbsp;&lt;/P&gt;&lt;P&gt;&lt;IMG src="https://image.noelshack.com/fichiers/2018/20/2/1526357280-conifer01-bakes-normal.jpg" border="0" /&gt;&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;Thank you in advance!!!&amp;nbsp;&lt;/P&gt;&lt;P&gt;VB.&amp;nbsp;&lt;/P&gt;</description>
      <pubDate>Tue, 15 May 2018 04:12:15 GMT</pubDate>
      <guid>https://forums.autodesk.com/t5/maya-modeling-forum/baking-normal-maps-for-a-tree/m-p/8001870#M14458</guid>
      <dc:creator>Anonymous</dc:creator>
      <dc:date>2018-05-15T04:12:15Z</dc:date>
    </item>
    <item>
      <title>Re: Baking Normal Maps (For a tree)</title>
      <link>https://forums.autodesk.com/t5/maya-modeling-forum/baking-normal-maps-for-a-tree/m-p/8001895#M14459</link>
      <description>&lt;P&gt;It looks pretty good Vincent, we would need to see this edge you are talking about, either as a Maya render or quixel screen grab.&lt;/P&gt;</description>
      <pubDate>Tue, 15 May 2018 04:48:49 GMT</pubDate>
      <guid>https://forums.autodesk.com/t5/maya-modeling-forum/baking-normal-maps-for-a-tree/m-p/8001895#M14459</guid>
      <dc:creator>damaggio</dc:creator>
      <dc:date>2018-05-15T04:48:49Z</dc:date>
    </item>
    <item>
      <title>Re: Baking Normal Maps (For a tree)</title>
      <link>https://forums.autodesk.com/t5/maya-modeling-forum/baking-normal-maps-for-a-tree/m-p/8002163#M14460</link>
      <description>&lt;P&gt;&amp;nbsp;damaggio,&amp;nbsp;&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;I've made a quick test in Quixel suite and yes i don't know if it's just me that trying a bit too much to make things too great but is the visible edge for the branches is ok ? and my normal map also make a weird wrinkle in the bottom of some branches and I dont really know why.&amp;nbsp;&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;I tested a lot of things this week so also i'm pretty sure i can have a better result if I give more time to work on my high poly models (add smoother effect on the branches) but really I wanted to have the best results because i have 6 more trees to rework on with a good topology like this tree.&amp;nbsp;&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;Did is just me that exagerate a bit too much for the result? haha it can be!&amp;nbsp;&lt;/P&gt;&lt;P&gt;Here's photos:&amp;nbsp;&lt;/P&gt;&lt;P&gt;&lt;IMG src="https://image.noelshack.com/fichiers/2018/20/2/1526369637-screen01.jpg" border="0" /&gt;&lt;/P&gt;&lt;P&gt;&lt;IMG src="https://image.noelshack.com/fichiers/2018/20/2/1526370232-screen02.jpg" border="0" /&gt;&lt;/P&gt;</description>
      <pubDate>Tue, 15 May 2018 07:44:19 GMT</pubDate>
      <guid>https://forums.autodesk.com/t5/maya-modeling-forum/baking-normal-maps-for-a-tree/m-p/8002163#M14460</guid>
      <dc:creator>Anonymous</dc:creator>
      <dc:date>2018-05-15T07:44:19Z</dc:date>
    </item>
    <item>
      <title>Re: Baking Normal Maps (For a tree)</title>
      <link>https://forums.autodesk.com/t5/maya-modeling-forum/baking-normal-maps-for-a-tree/m-p/8002706#M14461</link>
      <description>&lt;P&gt;For Maya -&amp;gt; Unity I make hardedges based on uv islands. That way I always got clean results while baking in substance.&lt;/P&gt;&lt;P&gt;&lt;SPAN&gt;Also, use edge padding.&lt;/SPAN&gt;&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;</description>
      <pubDate>Tue, 15 May 2018 11:50:58 GMT</pubDate>
      <guid>https://forums.autodesk.com/t5/maya-modeling-forum/baking-normal-maps-for-a-tree/m-p/8002706#M14461</guid>
      <dc:creator>Anonymous</dc:creator>
      <dc:date>2018-05-15T11:50:58Z</dc:date>
    </item>
    <item>
      <title>Re: Baking Normal Maps (For a tree)</title>
      <link>https://forums.autodesk.com/t5/maya-modeling-forum/baking-normal-maps-for-a-tree/m-p/8003742#M14462</link>
      <description>Some more questions :&lt;BR /&gt;&lt;BR /&gt;1. Is that change anything in the baking normal map if i sculpt and connect the edge to the trunk in my high poly mesh (without dynameshing, just subdivise to 1mil poly)&lt;BR /&gt;&lt;BR /&gt;2. About cage's i've never really did that as i see this is the low poly model that cover the entire scale of the high poly, is it really worth? Is it give really better result?&lt;BR /&gt;3. When you say edge padding i personally add 4 in xnormal is that ok?&lt;BR /&gt;&lt;BR /&gt;My goal is to learn quickly some great and useful stuff to highly improve my workflow</description>
      <pubDate>Tue, 15 May 2018 18:03:19 GMT</pubDate>
      <guid>https://forums.autodesk.com/t5/maya-modeling-forum/baking-normal-maps-for-a-tree/m-p/8003742#M14462</guid>
      <dc:creator>Anonymous</dc:creator>
      <dc:date>2018-05-15T18:03:19Z</dc:date>
    </item>
    <item>
      <title>Re: Baking Normal Maps (For a tree)</title>
      <link>https://forums.autodesk.com/t5/maya-modeling-forum/baking-normal-maps-for-a-tree/m-p/8005147#M14463</link>
      <description>&lt;P&gt;1. I am not sure what you mean - thing that matter is to keep same silhouette for both lowpolly and highpolly. Way you create you highpolly (dynamesh/subd. in zbrush) doesnt really matter.&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;2. Use of cage depends on situation. Sometimes can help to get rid of artifacts. I dont do cage if I dont need one. (which is 99 percent of time )&amp;nbsp;&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;3. Depends what you plan to do with your model. For game models, fill all unused texture space with &lt;SPAN&gt;dilation - it is not used for anything else anyway, and helps in game engines to&amp;nbsp;get rid of&amp;nbsp;visible seems in mipmaps.&lt;/SPAN&gt;&lt;/P&gt;</description>
      <pubDate>Wed, 16 May 2018 08:22:30 GMT</pubDate>
      <guid>https://forums.autodesk.com/t5/maya-modeling-forum/baking-normal-maps-for-a-tree/m-p/8005147#M14463</guid>
      <dc:creator>Anonymous</dc:creator>
      <dc:date>2018-05-16T08:22:30Z</dc:date>
    </item>
    <item>
      <title>Re: Baking Normal Maps (For a tree)</title>
      <link>https://forums.autodesk.com/t5/maya-modeling-forum/baking-normal-maps-for-a-tree/m-p/8006972#M14464</link>
      <description>&lt;P&gt;Thanks for clarifying&amp;nbsp;my question!&amp;nbsp;&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;For the first question i discover that for a tree this is not a good idea to DYNAMESH because after you hit that button you will have a 1mil - 2mil mesh which is look correct but if you look closely you can see that this step make your little branches being pretty destroyed like that :&amp;nbsp;&lt;/P&gt;&lt;P&gt;&lt;span class="lia-inline-image-display-wrapper lia-image-align-inline" image-alt="Dynamesh" style="width: 999px;"&gt;&lt;img src="https://forums.autodesk.com/t5/image/serverpage/image-id/501376i22B7F24314BDA770/image-size/large?v=v2&amp;amp;px=999" role="button" title="Example of problem when dynamesh.jpg" alt="Dynamesh" /&gt;&lt;span class="lia-inline-image-caption" onclick="event.preventDefault();"&gt;Dynamesh&lt;/span&gt;&lt;/span&gt;&lt;span class="lia-inline-image-display-wrapper lia-image-align-inline" image-alt="Low poly without sculpt" style="width: 999px;"&gt;&lt;img src="https://forums.autodesk.com/t5/image/serverpage/image-id/501377i04E0DB18A123874E/image-size/large?v=v2&amp;amp;px=999" role="button" title="lowpoly.jpg" alt="Low poly without sculpt" /&gt;&lt;span class="lia-inline-image-caption" onclick="event.preventDefault();"&gt;Low poly without sculpt&lt;/span&gt;&lt;/span&gt;&lt;span class="lia-inline-image-display-wrapper lia-image-align-inline" image-alt="highpoly without dynamesh just subdivision" style="width: 999px;"&gt;&lt;img src="https://forums.autodesk.com/t5/image/serverpage/image-id/501378i6C60FE936233158D/image-size/large?v=v2&amp;amp;px=999" role="button" title="quickexamplewithoutdynamesh.jpg" alt="highpoly without dynamesh just subdivision" /&gt;&lt;span class="lia-inline-image-caption" onclick="event.preventDefault();"&gt;highpoly without dynamesh just subdivision&lt;/span&gt;&lt;/span&gt;&lt;span class="lia-inline-image-display-wrapper lia-image-align-inline" image-alt="Another example of sculpt without dynamesh" style="width: 999px;"&gt;&lt;img src="https://forums.autodesk.com/t5/image/serverpage/image-id/501379iE47510EE69303930/image-size/large?v=v2&amp;amp;px=999" role="button" title="treeedgebake(nodynamesh).jpg" alt="Another example of sculpt without dynamesh" /&gt;&lt;span class="lia-inline-image-caption" onclick="event.preventDefault();"&gt;Another example of sculpt without dynamesh&lt;/span&gt;&lt;/span&gt;&lt;/P&gt;</description>
      <pubDate>Wed, 16 May 2018 19:58:23 GMT</pubDate>
      <guid>https://forums.autodesk.com/t5/maya-modeling-forum/baking-normal-maps-for-a-tree/m-p/8006972#M14464</guid>
      <dc:creator>Anonymous</dc:creator>
      <dc:date>2018-05-16T19:58:23Z</dc:date>
    </item>
  </channel>
</rss>

