How to bake Normals?

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  • #1718643
    Raex
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    Rank: Rank-2

    So after a long time and frustration I finally decided to learn how to bake normals for hi-poly meshes to be used on low-poly. This is the tutorial I followed and I had a couple questions.

    I had first tried the blender file provided in the video and I got the gist of it somewhat, unfortunately my normal map never came out right fully though contrary to what the comments had said. There remained plenty of small artifacts here and there for some reason. Yes I had alligned the figures properly too (Alt+G)

    Anyways, I figured why not try it out with an actual figure from Daz. Exporting it out and getting it in blender, followed everything and as usual, no matter how much I tried I still had plenty of minor artifacts here and there. Most of what it is determined by in what I understood was the Max Ray Distance. I hadn't realized how much I might have had to go with it. Even with a value of 0.00000000001 I still had some artifacts.

    I was wondering if someone could shed some lights on it perhaps. Also in blender the max value it goes to is 0.000001 and afterwards it just shows 0 instead, although I noticed it was still using it instead of using the rounded value and was just displaying a rounded value. I wonder if I can change it to show more decimal places.

    And I had some other questions too. Is the hi-poly to low-poly baking only needed on the normal maps? I know they are used for height/depth detailing. But could I also bake the diffuse/transparency and other textures too? Would they have any effects at all? Would that be necessary much?

    #1718664
    Raex
    Participant
    Rank: Rank-2

    Will try them out but not a fan of these fast paced tutorials haha. I'm not that good at these softwares. Thanks though, will post the results soon.

    EDIT: So my endeavour so far has been not so fruitful. I have seen plenty methods and things but they are usually for models created within blender itself, more or less. I am not sure whether they apply back to figures from Daz or not. I have 2 issues.

    1) Very little artifacts always remain on the normal. Particularly for the eye slits and nose holes.
    2) If I normally export with the default export settings for blender, the figure I have already has surfaces to it. So to fully make a full face map (including the face, ears, lips and mouth), I have to select those surfaces and add texture images to it, make it work on the same file. Resultant I have seen is face, lips and ears but no mouth at all. Not sure why it isn't there. There's one instance though where I get proper face map. When I export daz figure without the surfaces. I have to create a new material for the figure in blender, but that way somehow, only the face is the only part that turns into a normal map, but not the rest of the body. This way I had the mouth portion too on the maps.
    So my issue is, how do I combine/link the different surfaces to have daz compatible maps?

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