Step 1 (in Maya)
- Place both high and low poly objects on top of one another.
- Rendering > Lighting/Shading > Transfer Maps
- Select the low poly > Target Meshes > Add selected
- Select the high poly > Source Meshes > Add selected
- Target Meshes > Display: Envelope > Increase Search envelopes
- Output Maps > Normal
- Target Meshes > Display: Mesh
- Maya Common Output
- Bake
Step 2 (with Substance 3D Painter)
- Place both high and low poly objects on top of one another.
- Delete history
- Select high poly > File > Export selection (file type: fbx, obj)
- Select low poly > File > Export selection (file type: fbx, obj)
- Start Adobe Substance 3D Painter
- File > New > low poly mesh
- Texture Set settings > Bake mesh map
- Output size: 2048
- Mesh maps > Ambient occlusion > Ignore backface: Always
- Common > High definition meshes > select the high mesh file
- Max frontal distance: 0.03, Max rear distance: 0.03
- Antialising: sunsampling 2x2
- Bake selected textures
- File > Export textures
- Maya > Select low poly > Apply an aiStandardSurface
- Attribute Edior Geometry > Bump mapping > File
>
bump2d node > 2d bump attributes > Use as: Tangent space normals >
Arnold > Flip >
Image name > Normal map
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