Wednesday, 19 April 2017
Maya Pipeline 1: Texturing - Baking Normal Maps (Part 2)
In this tutorial, modelling was continued to create the knee pads on the character. After this, the high and low res versions of the torso and trousers were used to bake out normal maps, which takes a while to generate. However, this is important because it creates a specific node that is needed for the normal maps to be viewed properly. I had better luck today with Maya, but it did crash a few times while generating the maps so that was a bit of time wasted but I'm happy with the overall results.