3 Game Axe Asset Creation Series Maya UV Unwrapping Normal Map Baking HD
In this quick video, were going to take our newly retopoligized axe, unwrap it and bake normal maps for it. The normal maps are baked between the new topology and the original high poly mesh, which we export from zbrush as a separate object. In order to bake the normal map map, we have to first create UVs for the model. Well take a look at some of mayas UV projection and management instruments and discuss placing the UV seams in the least noticeable way. Once the UVs are done well proceed to the tra
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