Thanks. Good video still in 2021 and works fine with MAYA 2020 to bake Normal map. Also, baking the Color ID map works great to be used with the new Quixel Mixer software.
thank you for this, i am attempting to do a new to old texture timelapse on a asset for a showreel (with the old texture being photogrammetry) but this looks like the method i need to use to bake the photogrammetry onto the new mesh i'm working on
Why is it that when I bake a cube with a few extruded faces, the ones away from the centre of the cube appear viewed from an angle in the normal map rather than flush on, so some of the extruded sides are occluded? OK, I found the solution: I discovered the problem is caused if you use the default Advanced options. Switch from Match using: Geometry Normals to Surface Normals and then use beveled, or angles sides for the extrusions so they show in the normal map.
how did you have "Ambient" in the tranfer maps? I am using maya 2018, just have normal, displace, diffuse, shader, alpha. btw, thanks for your great tutorial!
Thanks for nice tutorial. By the way.. I have a request... If you are fine, would you bake something complicated objects such as guns please? I am trying to bake such things; however, it always ended up some kind of melted chocolate. The edges are jigsawed with black ooze, lines are smashed, faces are burned etc... Thanks.
// Error: file: C:/Program Files/Autodesk/Maya2016/scripts/others/performSurfaceSampling.mel line 291: No object matches name: surfaceSamplingEnvelopeShaderSG Everytime I click on display "both/envelope" this happens, any idea on this? Thanks
How do you envelope a model that consists of 50 separate pieces? Scale only makes it bigger. Do I need to go in individually and expand every pink piece? If I do, the low poly would all clip into each other because i modeled the high poly to be snug fits. Was there a different work flow for multiple pieces?
oh wait theres a slider next to envelope that expands it to envelope everything :| WHEW! But the map quality is a bit low. Gotta put the sampling quality on high.
Yo man, I really need a tutorial for Character rigging and animating it. Have you considered on doing a tutorial for that cos that will be very helpful as I need it for my upcoming lessons.
Hello man, i'm new to Baking Normals, and i followed your steps in this video, however i dont know why but my object is getting weird black lines at the corners edges. Its a simple cube, in a bed shape. Its UV Unwraped already.
Thanks man, i will try that later. But one more question, do you know how to apply a Cage in a duplicated mesh? For example a cube, i duplicate a cube, and then i transform that cube in a Cage, so i can modify the scale of its normals.
Hello. If I want to use this normal map in substance, is targa format going to be ok for it? Or should I change to png? Sorry, I have no knowledge about format differences, except for jpeg😅 Also how much should the envelope cover the grey geometry? I mean even if I reached the point when it’s starts to cover it fully, should I increase the number a little bit more?
so when I do this, every face of the low-poly geometry gets overemphasized onto the normals of the same low-poly mesh... as if all the faces look like they've all been split at the edges anyone know why?
Does anyone know if I need to do this if I already have textures for a model that is going to imported to unreal eninge4? So my process would be build the model in maya, uv the model, export that model in fbx and import into unreal engine, import a texute with normals map already included?
This doesn't work for me...Every time I do this method, it doesn't detailed the mesh as it should, it just shrinks and copies the model in different areas of the UVs to the point it's too disjointed...
I'm not 100% on it, but I'm pretty sure object space normals are easier on the shader. With tangent space normals, you have to generate the tangent and bitangent in order to transform the normals from the normal map to fit the faces, whereas object space normals just port straight over. They're much easier to work with in shader code, and they can actually be animated provided you're willing to send extra information to the shader, but it's far from common practice seeing as its also harder to do, and gives very little CPU control. Also, object space normals can only be applied to the model they were intended for, and are very hard to tile because the geometry underneath can't bend in any way not also accounted for in the map, so you'd have to say goodbye to repeating brick wall textures going around a building unless you wanted to send in an enormous image as the normal map. tl;dr: object space normals are cheaper and easier to send to the GPU for rendering, but are FAR less flexible, and have a great deal of downfalls that lead most people to just use tangent space :)
>>Forgot to add, I reckon the transformation matrix sent to the fragment shader for object space normals is 4x4, whereas the transformation matrix sent to the fragment shader for tangent space normals is 3x3, so there might be some processing power to be saved here and there.
Not only do you know your stuff, you explain your process well. And, if I may, your voice is rather easy on the ears. Thanks for the video.
+Alexandra Romero I think most people find my voice irritating! I'm glad you like the video :)
Really liked the tutorial, I appreciate the level of detail in your explanation and how you only sped up a small portion of the video.
You have explained it better than anyone, thanks
Litterally forgot this existed for 7+ years , thx
Thank you very much for this tutorial. It helped me tremendously.
+Brian Dixon you are most welcome
Thanks. That was helpful.
Thanks. Good video still in 2021 and works fine with MAYA 2020 to bake Normal map. Also, baking the Color ID map works great to be used with the new Quixel Mixer software.
damn, everyone should watch ur videos bro, u helped me a lot!!!!
Your a life saver, for whatever reason substance refused to bake this one texture I was working on
thank you for this, i am attempting to do a new to old texture timelapse on a asset for a showreel (with the old texture being photogrammetry) but this looks like the method i need to use to bake the photogrammetry onto the new mesh i'm working on
Check out my work flow in this video - ua-cam.com/video/eNg3HEEsS04/v-deo.html
@@GameDevAcademy ahh thank you very much for the link, this was exactly what i was looking for. amazing work!
@@Harrison_JW I am glad I could help
I dont see an option for AO maps in maya 2018.. what happened?
Why is it that when I bake a cube with a few extruded faces, the ones away from the centre of the cube appear viewed from an angle in the normal map rather than flush on, so some of the extruded sides are occluded?
OK, I found the solution: I discovered the problem is caused if you use the default
Advanced options. Switch from Match using: Geometry Normals to Surface Normals and
then use beveled, or angles sides for the extrusions so they show in
the normal map.
how did you have "Ambient" in the tranfer maps? I am using maya 2018, just have normal, displace, diffuse, shader, alpha.
btw, thanks for your great tutorial!
can i use this to bake something onto a plane to use as a normal map?
Yep
@@GameDevAcademy thanks!
Does the high poly mesh need uvs and do they need to be the same
Only the low poly needs UVs
Thank you a lot!!!
Can you do this again but updated. Im using Maya 2018. Pls and Thank You
feel like we bonded a lot in this video
I feel that too. #bruthas4lyfe
Thanks for nice tutorial. By the way.. I have a request...
If you are fine, would you bake something complicated objects such as guns please?
I am trying to bake such things; however, it always ended up some kind of melted chocolate. The edges are jigsawed with black ooze, lines are smashed, faces are burned etc...
Thanks.
Does the low poly mesh need to be unwrapped before you create this normal map?
Yep
Game Dev Academy Thank you!
how do you get the ambient occlusion preset in transfer maps? i dotn have that one
+Marc Mol Lous you need to have the mental ray plugin installed and running
// Error: file: C:/Program Files/Autodesk/Maya2016/scripts/others/performSurfaceSampling.mel line 291: No object matches name: surfaceSamplingEnvelopeShaderSG
Everytime I click on display "both/envelope" this happens, any idea on this? Thanks
The same is happening to me!! Help please :'(
I still dont know how to solve this, I just baked my maps in substance painter haha, if you have a solution please share here. Thanks!
Cool
How do you envelope a model that consists of 50 separate pieces? Scale only makes it bigger. Do I need to go in individually and expand every pink piece? If I do, the low poly would all clip into each other because i modeled the high poly to be snug fits.
Was there a different work flow for multiple pieces?
i guess ill just bake it 1:1 and see what happens. definitely wont be that easy though, everything goes wrong for me -_-
oh wait theres a slider next to envelope that expands it to envelope everything :| WHEW! But the map quality is a bit low. Gotta put the sampling quality on high.
Yo man, I really need a tutorial for Character rigging and animating it. Have you considered on doing a tutorial for that cos that will be very helpful as I need it for my upcoming lessons.
+IlyazGaming I will create a tutorial for modelling and rigging a character but it's a big undertaking so I won't get it done any time soon. Sorry.
Do we have to unwrap (unfold) both the high poly and low poly models before baking the texture?
+Ozan Önen No. Only the low poly
What if I unwrapped the high poly as well? would that cause a problem?
And would it work if I smooth only the high poly and not smooth the low poly?
Hello man, i'm new to Baking Normals, and i followed your steps in this video, however i dont know why but my object is getting weird black lines at the corners edges. Its a simple cube, in a bed shape. Its UV Unwraped already.
+Sharkhead try beveling the edges of the low poly. Or make sure all of the faces are detached in your UV map.
Thanks man, i will try that later. But one more question, do you know how to apply a Cage in a duplicated mesh? For example a cube, i duplicate a cube, and then i transform that cube in a Cage, so i can modify the scale of its normals.
I am not interested in making a HQ model. I just need the Colour ID map to work in SubstancePainter
Is it possible? How do i do it???
what version of Maya did you use for this tutorial?
Czy Ampongan 2016
Hello. If I want to use this normal map in substance, is targa format going to be ok for it? Or should I change to png?
Sorry, I have no knowledge about format differences, except for jpeg😅
Also how much should the envelope cover the grey geometry? I mean even if I reached the point when it’s starts to cover it fully, should I increase the number a little bit more?
If you have substance painter you should bake your normal map there
My menu sets button doesnt work.... it doesnt change any menus so I dont have Lighting/Shading. wtf...
had to add it manually
so when I do this, every face of the low-poly geometry gets overemphasized onto the normals of the same low-poly mesh... as if all the faces look like they've all been split at the edges
anyone know why?
the low poly model does not come out looking smooth, in other words
figured it out-- had to go into Mesh Display > Soften Edge first on the low poly
Does anyone know if I need to do this if I already have textures for a model that is going to imported to unreal eninge4? So my process would be build the model in maya, uv the model, export that model in fbx and import into unreal engine, import a texute with normals map already included?
Can you show how to bake color id in substance painter please??
+Daly Zee I haven't really found time to get stuck in to Substance Painter yet. Maybe I'll look into it on the summer.
can you please do a video on making a super realistic earth from space in maya 2017? would be really nice :)
i found finally :)
+Hakan Menderes what did you find?
baking part of maya :) thank u 4 that
+Hakan Menderes you're welcome Hakan.
Do you really have to use Photoshop?
you can use other software as long as it has layers and stuff like that
This doesn't work for me...Every time I do this method, it doesn't detailed the mesh as it should, it just shrinks and copies the model in different areas of the UVs to the point it's too disjointed...
1:38
I love it how you got so annoyed with that PIX format....hahhahahahahaa
I'm not 100% on it, but I'm pretty sure object space normals are easier on the shader. With tangent space normals, you have to generate the tangent and bitangent in order to transform the normals from the normal map to fit the faces, whereas object space normals just port straight over. They're much easier to work with in shader code, and they can actually be animated provided you're willing to send extra information to the shader, but it's far from common practice seeing as its also harder to do, and gives very little CPU control. Also, object space normals can only be applied to the model they were intended for, and are very hard to tile because the geometry underneath can't bend in any way not also accounted for in the map, so you'd have to say goodbye to repeating brick wall textures going around a building unless you wanted to send in an enormous image as the normal map.
tl;dr: object space normals are cheaper and easier to send to the GPU for rendering, but are FAR less flexible, and have a great deal of downfalls that lead most people to just use tangent space :)
>>Forgot to add, I reckon the transformation matrix sent to the fragment shader for object space normals is 4x4, whereas the transformation matrix sent to the fragment shader for tangent space normals is 3x3, so there might be some processing power to be saved here and there.