Advanced Member worldcrafter Posted August 24, 2015 Advanced Member Share Posted August 24, 2015 Does anyone know of a baking method that doesn't involve an inside and outside envelope, but just and outside envelope; My basis is that the raycasts would just stop when they hit the high-poly model - this creates a sort of inside envelope. Is this possible? Quote Link to comment Share on other sites More sharing options...
Advanced Member worldcrafter Posted August 26, 2015 Author Advanced Member Share Posted August 26, 2015 looks like its probably not possible. Does anyone know of software that has decent baking, with custom scan cages? The idea is to slightly extrude the high poly model by a negative value, then decimate it, then use it as the "inside" bake cage. Quote Link to comment Share on other sites More sharing options...
Contributor ajz3d Posted August 26, 2015 Contributor Share Posted August 26, 2015 (edited) xNormal. Vertex order of retopo mesh and cage must match though. Edited August 26, 2015 by ajz3d Quote Link to comment Share on other sites More sharing options...
Advanced Member worldcrafter Posted August 26, 2015 Author Advanced Member Share Posted August 26, 2015 (edited) I'm not entirely sure what vertex order is; But i guess that vert order wont be the same for the method above, which is to slightly extrude the high poly model by a negative value, then decimate it, then use it as the "inside" bake cage with a very low poly model as the outside bake cage. btw I don't know how baking really works (you probably noticed). Edited August 26, 2015 by worldcrafter Quote Link to comment Share on other sites More sharing options...
Contributor Tony Nemo Posted August 26, 2015 Contributor Share Posted August 26, 2015 btw I don't know how baking really works (you probably noticed). There are those far more knowledgeable than I (you know who you are!) but I'll take a stab. "Baking" creates a map of all the differences between a high poly model and the low poly UV map. On Per Pixel workflow, it will produce a Normal map and, if desired, a Displacement map. An "outer" and an "Inner" shell insure accuracy (I presume) and some situations can be fiddly. You must, however, have both. 1 Quote Link to comment Share on other sites More sharing options...
Contributor Michaelgdrs Posted August 26, 2015 Contributor Share Posted August 26, 2015 You can also bake with SP , it has a good baker. Quote Link to comment Share on other sites More sharing options...
Advanced Member worldcrafter Posted August 26, 2015 Author Advanced Member Share Posted August 26, 2015 What is sp? Quote Link to comment Share on other sites More sharing options...
Javis Posted August 27, 2015 Share Posted August 27, 2015 Substance Painter Sent from my SM-G900P using Tapatalk 1 Quote Link to comment Share on other sites More sharing options...
Contributor Michaelgdrs Posted August 27, 2015 Contributor Share Posted August 27, 2015 Correct its Substance Painter as my friend Javis just said , i am sorry i missed your message. Why don't you use 3d coats one? I use it all the time with fairly good results. Quote Link to comment Share on other sites More sharing options...
Advanced Member worldcrafter Posted August 27, 2015 Author Advanced Member Share Posted August 27, 2015 (edited) thanks, 3dcoat does not allow custom bake cages. And the baking quality is... fine for previewing... but would rather not use for a final production (prefer xnormal/mudbox) Edited August 27, 2015 by worldcrafter Quote Link to comment Share on other sites More sharing options...
Contributor ajz3d Posted August 27, 2015 Contributor Share Posted August 27, 2015 It doesn't. That's why I recommend xNormal. For more insight into baking I recommend this article: http://wiki.polycount.com/wiki/Texture_Baking 1 Quote Link to comment Share on other sites More sharing options...
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