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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.