Ace-Angel
04-10-2011, 03:33 PM
Hey to all,
I have several question, and hopefully someone can help, and mainly concerns with Max, ZB and XN to an extent.
1 ) How would I go about baking Normal Maps in different parts of my low-poly. Example; Girl in Fishnets and Boots with a Skirt and Jacket?
(High-Poly Fishnet, Boots, Jacket) - (Low-Poly Body, Skit, Jacket).
Naturally in this case, the Rays being shot out of the Low-Poly skirt and Jacket will hit the fishnets and body to a certain extent, and vice-versa. In ZB, I can fix this since it's all about exporting that each map individually and combing them together, but not always possible since sometimes, the low poly model won't match up perfectly or isn't a cage.
How would I go about this in Max and XN? I use XN alot, so a solution in that area would be grand, but I also heard that the new script called RTTAssist might just do what I need a la ZB style. Advice for this part?
B ) Are cages as simple as being a low-poly mesh that has been pushed out so that it's ontop of the High-Poly mesh? Is there something more to it?
Γγ ) What's the best way to Normalize a Normal Map? Especially after having been edited in Photoshop?
4.2) Is it true that ZB and Max only bake 128 channels of the Normal Map as opposed to the full 256 and that only software which does this 'correct' bake is XN?
Cheers for the answers, and ciao.
I have several question, and hopefully someone can help, and mainly concerns with Max, ZB and XN to an extent.
1 ) How would I go about baking Normal Maps in different parts of my low-poly. Example; Girl in Fishnets and Boots with a Skirt and Jacket?
(High-Poly Fishnet, Boots, Jacket) - (Low-Poly Body, Skit, Jacket).
Naturally in this case, the Rays being shot out of the Low-Poly skirt and Jacket will hit the fishnets and body to a certain extent, and vice-versa. In ZB, I can fix this since it's all about exporting that each map individually and combing them together, but not always possible since sometimes, the low poly model won't match up perfectly or isn't a cage.
How would I go about this in Max and XN? I use XN alot, so a solution in that area would be grand, but I also heard that the new script called RTTAssist might just do what I need a la ZB style. Advice for this part?
B ) Are cages as simple as being a low-poly mesh that has been pushed out so that it's ontop of the High-Poly mesh? Is there something more to it?
Γγ ) What's the best way to Normalize a Normal Map? Especially after having been edited in Photoshop?
4.2) Is it true that ZB and Max only bake 128 channels of the Normal Map as opposed to the full 256 and that only software which does this 'correct' bake is XN?
Cheers for the answers, and ciao.