Complex UV Layout in Maya
Over the last couple of years UV layout in Maya has changed for the better. In this course we're going to be taking a look at some of those changes as we UV map an entire character
# 1 05-08-2006 , 10:52 PM
Falott's Avatar
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baking to texture / surface sampler

I´m testing the surface sampler now for the whole day. tried all settings in all combinations. same with baking to texture. there is this football stadion where I want to bake the stairs to its simpler geometry, but in the very best case I get those interferences all over the stairs no matter what resolution I choose. in the worst case there are lots of artefacts like as source and target geometry are intersecting each other. also I can´t manage to get rid of the those hard edges. they are somehow baked into the new file, which should also not happen.

best results are with

Transfer in World Space
Closest to Envelope
Geometry Normals

(for normalMap - tangent space)

if anybody has some experience with texture baking, is it even possible to get completely clean results for the low res object that looks like the hiRes object when rendered?

I hope it is possible, cause with 3dsmax it´s pretty easy to project hiRes to lowRes. but I hate max after all and don´t want to convert files every 10 minutes.


what are your settings for static, non-animated geometry?

Attached Images

everything starts and ends in the right place at the right time.

Last edited by Falott; 05-08-2006 at 11:09 PM.
# 2 06-08-2006 , 12:22 AM
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well I don´t want to sound rude, but size does matter. everything under 2048 res is unusable for detail like this.


everything starts and ends in the right place at the right time.
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