This week I fixed my UV unwraps and got started with baking. I didn't know what baking was until a couple weeks ago and have never used Substance, but the whole concept was easy enough to understand. I struggled with understanding the logic behind Sunstance however, and will be diving into it more in my spare time.
I optimized the UV map for my extra assets. I tried to maximize how much of the space I used since this would be a very low resolution texture map at the end.
I realised here that I would need to separate the bricks and the fireplace into two different maps. This could have been done far better, but I still think that I made the right choice making the bricks individual forms instead of one long strip.
I alligned both the low and high poly assets, named them appropriately, sized them, reset xform and pivot, collapsed modifiers and then exported them for Substance.
I assigned different material IDs in max to be able to import two texture sets into substance. This allowed me to easily work on both materials separately without having to worry about affecting other parts. I then went through the basic baking process of importing the low poly and baking the high poly onto it. I went through different iterations before deciding on the final version of the low poly.
This was the fireplace bake that I really liked and I decided to stick with it. It showed all of the detail that I wanted to see and therefore was perfect.
I baked the rest of the model in same manner. As I had two texture sets, I was able to bake the bricks separately which gave me a very clean bake.
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