Bake a Normal Map using Maya
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- Опубліковано 27 сер 2024
- In this video tutorial, we cover how to bake a normal map using Maya.
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This is what a good tutorial looks like
Glad you liked the videos! Keep an eye out for more!
thank you so much still relevant even though its been years! ♥ your voice is soothing
Beautifully presented! Thank you!
Concise and clear tutorial, thank you! :)
Thank you! I hope it was helpful. :)
By the way, if you want to get pre-released content, updates on workshops, free models, and more, please sign up for my newsletter! www.academicphoenixplus.com/
thanks for such a sweet and small tutorial
You're welcome 😊
Very awesome tutorial and no time wasting, 10/10
Thank you for watching, +Turbulence King ! I hope it helped. Keep an eye out for more tutorials!
Really well done video, easy step by step with a good rule of thumb in there as a cut off point for the enveloping distance.
Glad you liked the tutorial! I wouldn't push the envelope too far because it won't calculate well. I'd say just outside the high poly mesh. Hope that helps! :)
@@AcademicPhoenixPlus yeah, just outside the high poly mesh is definitely the cut off point, I just need to work on modelling a better low poly mesh so the silhouettes line up.
Tu video me sirvió muchísimo, gracias🫶🏼
Thx for this tutorial, it works for simple model and simple normal maps , I didn't try it yet with Arnold but I guess it should work also?. I am totally new to MtoA/Arnold.
Hi Hazem, I think it should be the same, but I'll have to confirm. Thank you again for the suggestion!
Really, thank you soo much Monika
This tutorial really help me about normal map info.
I really want to know more about normal map and how to baking map
Keep my regards 🌼☺️
Glad it was helpful! Thank you for watching!
Thumbs Up - Yet Again! Great.
Thank you
Thanks for the tuto. One question: Do I need to map correctly the uvs from the high poly mesh too?
I have a question!
When I bake normal-map, how deeply should I penetrate face of low-poly mesh to face of high-poly mesh?
In my case, I am trying to bake bumpy stone-floor. I heard that If I do not penetrate my low-poly mesh to high-poly mesh, it will not appeal the bumpy stuff.
Thank you for your comment! My rule of thumb is to make sure the envelope gets as close as possible to the high poly without any penetration. That way you maximize your normal information. Good luck on your baking!
Can you bake bevels from the subdivided high poly version to low poly to fake smooth edges or do you actually bevel the edges in the low poly itself?? Great video btw!
NICE
Thanks for explaining this so quickly. I'm not new to Maya, but am just starting to understand this part of the process. I am not interested in gaming, Unity, etc. so I almost skipped this part. But what a great thing to know. Is Turtle the updated process?
I'm glad this was helpful! There are several other programs that can create Normal. It's up to you which one works!
And you are very welcome! Take a look at my new website for more information! www.academicphoenixplus.com
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Hi Monica, I know this is an older video, but I have a question while working in Maya 2022 with Arnold. The character that I modeled is unwrapped across multiple UV tiles (U1V1, U2V1, and U3V1) yet when I bake the normal map, it's only baking U1V1. I see in this video at the 3:36 mark under the "mental ray common output" there looks to be an option to adjust the UV range. Do you know if there's a way to do that in Maya 2022 with Arnold? Or some other way to change which tiles get baked? (Worst case scenario, I can just move all of my maps onto one tile, but I'd appreciate a solution to this first) Thanks!
hi, how can i export my normal map that i have just created inside of maya as a jpeg?
Hi there, it automatically exports a map into your source images or images :)
@@AcademicPhoenixPlus thanks!
Bestu tutorial EVAH !
Thank you ,+Lohan John ! Keep an eye out for more tutorials!
Hello!! FIRSTLY, i really love your videos I've been learning maya through you for years :')) I know this is a stretch in getting a response, but
I notice in your transfer map video that theres an option to get a Ambient Occlusion output :o I don't see that on my end, do you know how I might go about having that in my transfer maps menu? :o
Hi there! I'm glad you liked the tutorial. Transfer maps occlusion is now gone in the most recent Maya, however, you can still bake occlusion. Check it out though it does use Maya 2018! ua-cam.com/video/N14WqEovkWs/v-deo.html
I hope this helps!
Hi, do you use 2016 at all? In the UV editor I can select the shell or edges, then I do a cut or sew and how do I go back to the selector cursor again. I seem to have to select...nevermind I just figured it out...I was selecting the Move Shell tool to get out of the Sew or Cut but then the UV would have green vertices, I didnt realize I could go to the other window to click the select tool. Your Texture a barrel tuturial ( ua-cam.com/video/XcdyvYew1qM/v-deo.html ) really changed my opinion of the UV editor and how I was doing any of that.
So why cant you use the low poly baked for all of your objects? Technically you could!?
Absolutely you can use low poly baked objects. That's the point! Low poly models that look high poly. This is excellent for games. As for the higher poly, the Visual Effects industry has a tendency to go for hi poly models.
Academic Phoenix Plus Things like this? This does NOT -render- I mean Animate. Crash every time.
plus.google.com/105979481017340098997/posts/g6KiZvjxbLA
What are you animating... are you using dynamics?
Academic Phoenix Plus You didn't see the link? The ship.I want to animate it.. but I also use the animating to make dynamic curves fall into place and get more smooth flowing geometry by adding nCloth to some parts then letting them fall into place.....plus.google.com/105979481017340098997/posts/WoM5p4U8HpG
Having problems with this at the moment..the shroud lines.
It really depends on how close the camera is gong to get to the ship. Modeling wise, you can uv map a cylinder, same size as your rope, and bake the normals. It won't have the silhouette of ropes, but it will fake it. As long as the camera isn't too close, you can get away with it. By the way, nice looking ship!
Thank you.... :-)
love you
Thank you! That's very sweet. :)
By the way, if you want to get pre-released content, updates on workshops, free models, and more, please sign up for my newsletter! www.academicphoenixplus.com/
hi i have this issue and envelpoe box is good just like uv but look this error : prnt.sc/h4v300
Hi! Thanks for leaving a comment. It looks like you have a seam problem. This happens a lot! Try moving the seam somewhere else.
Do you have mudbox? You can go into mudbox, import the texture on normals and paint that out. Otherwise, try painting it out in photoshop.
I hope this helps!
tnx :)