“Making of Paragalis – part 1 ” by Marcus Dublin
In closing, you can see that by following these easy steps that I was able to get a solid normal map! The overall keys to achieving these results comes from having a clean low poly model, clean high poly model, and solid “non-overlapped” UV’s, all in all there’s no magic bullet to this and it takes a bit of practice and patience. With that said you can see the normal map results below when compared to the high poly version.
Light Map Generation
All right, now I have the normals baked out and I can move into baking out the light map! This step actually benefits from all of the hard work setup during the normal map bake. While still having my normal map file open I went ahead and renamed the file “Paragalis light map bake”. Once that was done I simply followed these steps:
1. I opened the material editor and created a solid white material. The next thing I did was apply the material to both the high poly and low poly mesh.
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