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Svenart
09-30-2010, 01:02 PM
hello together,

Im looking for a good way to bake lowpolymodels .

Some time ago I heard from a plugin that can bake texture and normalmap in modeller, but what Im looking for is a way to bake texture, normalmaps, bump & specmaps and Shadows/GI if possible in one row. After this, the model should use same coordinates (uv textur) for all channels, so its easy to export into 3ds or obj.

Does anyone has a hint for me?

Also, If you know a good advanced lowpoly modelling Tutorial for LW please let me know, thanks.

stiff paper
09-30-2010, 01:20 PM
Microwave, maybe?

http://www.evs3d.com/mw_lw_intro.html

Svenart
09-30-2010, 01:43 PM
thank you, i totally forgot about microwave. Has anyone ever tested it?

jasonwestmas
09-30-2010, 02:10 PM
That's expensive, you might as well just use Dpont's normal cast node. Or invest in a highpoly sculpting/baking program.

TeZzy
09-30-2010, 02:17 PM
not sure if this is what you are looking for.....but try xnormal

http://www.xnormal.net/1.aspx

won't do shadows and GI obviously

oh and it's free

DragonFist
09-30-2010, 02:20 PM
3D Coat's re-topology tools would probably address your needs. It can auto-create a low-poly mesh and re-top to it, gives some great tools for manually doing it and can import a low-poly and apply the re-top to it.

There's a free trial, works directly with .lwo objects (can output obj) and it cost quite a bit less than the other two sculpting packages.

stiff paper
09-30-2010, 03:25 PM
Years ago I used Microwave at one of the places I worked to bake out procedural textures to maps. I only used it for color maps and some baked in lighting, and it worked fine for that.

I have a funny half-memory about it that it wouldn't let you bake out the base values of the diffuse maps... only the "lit" diffuse values, and that I had to do some annoying screwing around putting the diffuse mapping into the color channel and then baking the diffuse out like that. But I might be wrong! It *was* maybe... well... maybe 9 years ago now...

Edit: Lordy! I just went and looked at the price. That really *is* expensive. Sheesh. I wonder if they ever sell any at that price?

calilifestyle
09-30-2010, 04:51 PM
Yeah one point they also had some kind viruses on there website.

ZE_COLMEIA
10-01-2010, 01:32 AM
You can use surface baker + render buffer exporter (to choose channels)

for normal map you can use a free modeler plugin called "NormalMapCreate"

Dreamcube017
10-01-2010, 10:30 AM
This isn't in lightwave, but you can try Crazybump. It looks pretty cool and can bake detail from high to low poly jmeshes. I don't know about shadow maps, but I think it does AO.

http://www.crazybump.com/

grn
10-01-2010, 03:59 PM
This isn't in lightwave, but you can try Crazybump. It looks pretty cool and can bake detail from high to low poly jmeshes. I don't know about shadow maps, but I think it does AO.

http://www.crazybump.com/

CB cannot do that. Generally speaking it's good for displacement/bump map -> normal map conversion. It's problematic with photo -> normal conversion as it sees brighter values more elevated than dark values. Works with some photos - some it totally ruins.

I've given up on baking in LW long time ago. The feature always seemed rushed. I use mostly Modo and in-house tools these days.

Svenart
10-01-2010, 11:12 PM
thank you all for your feedback.

Im trying out the PB Texture Baker and its very good working so far. Only with bigger and more detailed objects I get some problems.

@ Dragonfist: Is there a tutorial about how to bake from highpoly to lowpoly in 3dcoat? Can you give me some more details about that?

ZE_COLMEIA
10-02-2010, 12:56 AM
Mate, Try to do it:

1 - Make a low poly version
2 - Detail the mesh as you wish (zbrush, mudbox, 3d coat etc)
3 - put the low poly version in a layer in modeler and the high poly mesh in other layer
4 - Make an UV map for the low poly object.
5 - Apply NormalMapCreate plugin (found in http://amber.rc.arizona.edu/lw/plugins/NormalMaps.zip) by puttiyng the low poly layer highlighted and the high poly layer on background, applying to the low poly uv you have made in the last step.

It will create your normal map.

6 - Send both meshes to layout (the low poly mesh with opened uv and the high poly mesh with the textures)

7 - Set the high poly texture as 100% luminosity and 0% diffuse
8 - Set the low poly mesh as "unseen by the camera" and "unseen by the lights"
9 - Select surface baker camera and set the low poly mesh and low poly mesh uv as the source.
10 - Render it.

You must tweak a bit the camera to achieve the better results. It works well to me.


I hope it helps.

Svenart
10-02-2010, 03:49 AM
thank you very much ZE COLMEIA, im testing this now at the moment, and it seems to work very good so far.

ZE_COLMEIA
10-02-2010, 05:54 AM
;)

Myagi
10-02-2010, 10:16 AM
Im trying out the PB Texture Baker and its very good working so far. Only with bigger and more detailed objects I get some problems.

Feel free to report what kind of problems over in the baker's thread (http://www.newtek.com/forums/showthread.php?t=96821). I'd be happy look into if it's just a problem with settings, a limitation or something I could fix in the code.