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Hi, I'm running into some workflow issues while creating mesh assets for an avatar system.
The character is broken up into separate meshes for the legs, body, hands etc, and all bound to the same master rig.
I want to be able to use smooth mesh preview to bake out good quality ambient occlusion maps for use in texturing (because the base models are so low-poly I often get artifacts around sharp crevices like the armpits and crotch).
The problem is, I can't figure out a way to get the smoothing across the separate mesh parts. For example from the arms mesh to the feet mesh, resulting in hard edges between the 2 body parts which is not what I want.
I've attached an image to show what I mean.
The only way I can currently think to do this is by temporarily combining the meshes, merging the seams, hitting smooth preview, and baking... but we're going to have hundreds of assets soon and this method would be very slow.
Please, if anyone has experience doing this stuff I'd love some tips!
Solved! Go to Solution.