Hello everyone,
I'm a little confused about baking my normal maps for my tree let me explain my workflow.
1. I created a low poly mesh in maya with a good topology (trunk)
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.
3. I made my uv mapping and uv layout in maya.
4. I extract the branches from the trunk to create 2 group for texturing after in quixel suite
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
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.
I look this documentation too:
http://leonano.com/portfolio/5-workflow-bake-details-zbrush-lowpoly/
Here's some photo:
Here's the normal map:
Thank you in advance!!!
VB.
Solved! Go to Solution.
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.
damaggio,
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.
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.
Did is just me that exagerate a bit too much for the result? haha it can be!
Here's photos:
For Maya -> Unity I make hardedges based on uv islands. That way I always got clean results while baking in substance.
Also, use edge padding.
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.
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 )
3. Depends what you plan to do with your model. For game models, fill all unused texture space with dilation - it is not used for anything else anyway, and helps in game engines to get rid of visible seems in mipmaps.
Thanks for clarifying my question!
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 :
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