Friday 15 July 2011

Baked bags

So I ended up making a ridiculously high poly wall in Max from the mudbox sculpts. I was actually pretty surprised that my computer and Max were able to handle the some 5 and a half million tris, and as a result it gave quite a good bake through Xnormal.

The piece itself tiles but at the moment the baked texture doesn't, so I'm going to have to tile the geometry a bit and hope my computer holds out.

But I'm pretty pleased with the results, nice and clean, can't wait to see the results of parallax normal mapping in unreal using a height map as well...

3 comments:

BART said...

Cool ! Did you bake it onto a plane or did you use it just so it catches good AO and normal when baking ? Would be cool if you Remeshed it so it is a sort of bumpy wall. Would save you a bit of triangles.

wicksy said...

Yeah the 3 versions other than the high poly are all baked onto a single plane. I did an actual geometry version (in the post before) but I wanted to make a tileable flat texture for it too, but yeah that's a good point, this texture with geometry might look better than the last one. Will have to experiment a bit...

BART said...

It will look very odo if it was only on a flat plane. Yea make a test put it on a plane in max and add subdivisions and pull out some verts and check how it looks :)