When
embarking on the baking process there is a lot of caveats and ways to
go about baking, in today’s lesson we went through these processes
one by one so that we could fully understand the process and help to
increase our professional work flow for future projects.
Normal
Concept
The first
thing we learnt about normal maps is that they are made up of the
colours RGB and this is what give them their distinctive look, this
directly translates to the directions of X,Y and Z in Maya which are
coloured red, green and blue.
First when
beginning the modelling process I had to look to try and discern what
details can be done with modelling and what can be done with normal
maps, the most basic rule is that you can only bake details onto
geometry that’s there in the first place and that the normal map
will not provide the model with extra geometry, this means that you
can bake details into surfaces like screws and panels etc. but not
create brand new geometry like an indent with a pipe going through
for example.
Detail
Scale
The next
process we looked at was detail scale and this is geometry that is
too small to see at distance even though its realistic it will be
hard to see in the game world this means that details must be
exaggerated so that they are visible and the fine details are shown
otherwise the work gone into modelling certain pieces of detail in
geometry will be worthless.
Projection
Projection
is the process of making your normal’s show because if details are
on a 90⁰ angle then the normal map will not show it as bumped, this
is because the normal projects its bake on orthographic properties so
if the geometry is on a tangent with the direction of the bake then
the vertices on top will hide the lower one giving the illusion there
is no bump so to fix this or avoid it you must make sure that your
extrusions are not on 90⁰ angles.
Kit Bash
One of the
quickest ways to get details on to a piece of geometry is to create a
kit bash which is a collection of geometry that can be easily placed
on the basic model and then baked over to give high detail and
increase the speed of the modelling the process.
Grids
When it
comes to the creation of grids for normal maps one of the easiest
process for creation is to make one section of the pattern to then
duplicate and weld on and keep doing this until you fill a row of
length in which you happy with, once this is done you can then
duplicate the rows and weld them in to column’s so that you can
eventually make grids or chain link fences etc. this process is
defiantly on I will be using in the future because when it came to
doing geometry like that I usually spent a lot of time hand making
each section with this the time will be sliced and will be more
accurate.
Normal
Bakes
When
beginning the normal baking process you should already have a Low
poly model and a high Poly model that conform to the rules and
caveats of the baking process, Once you have this you’re ready to
bake you first need to move you low poly model to the centre of the
world, we do this so that Maya has an easier time of trying to bake
the details down, then you select the low poly model and you freeze
transformations and delete all the history on the object because all
we want is the object with a material on it for exporting to the game
engine of our choice in this case it is UE4. Once this is done you
move your high poly in the same fashion to exactly the same spot and
then select your low poly again and go to transfer maps in the
rendering drop down menu this will open channel box that looks like
this

Within
this box you must make your low poly the target mesh and the high
poly the source mesh so you get the detail on the high poly to you
low poly, there is a lot of option in the box but all we want for
this is the normal map option and you can change the options at the
bottom all depending on the bake result you want once these are
chosen you can then select bake and close and wit for it to do its
job on completion you will have a normal map result on your low poly
mesh.