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Baking texture and maps

Planned

Comments

11 comments

  • Avatar
    Jonathan_Tanant
    +1
    It would be great to have built-in normal map baking. The normal map would be calculated from a high poly model (>100M), mapped on a simplified low poly model (<1M). UV unwrapping would be shared between the diffuse and the normal.
  • Avatar
    Luke.K
    +1
  • Avatar
    Iconem
    +1 as well. Very interesting feature to simplify global process
  • Avatar
    Götz Echtenacher
    Holy moly, that is quite some request! :D
    But just in case:
    +1
  • Avatar
    willybonato
    +1
  • Avatar
    William Douglas McMaster

    Any word on this guys? Would make for a killer feature! 

  • Avatar
    Tom Foster

    Anything like https://en.wikipedia.org/wiki/Normal_mapping ?

  • Avatar
    William Douglas McMaster

    Yeah exactly. Even just normal maps would be beneficial. It's difficult to get any baking software to accept giant meshes... And to decimate a mesh before even baking it is less than ideal.

  • Avatar
    BenjvC

    Amen. High on the list, indeed.

     

  • Avatar
    Tom Foster

    Noticed in https://www.facebook.com/groups/CapturingRealityArena :

    "For nicer rendering in Sketchfab: export high res mesh, simplify and texture, load high and low res mesh into XNormal and create normal, ambient occlusion and/or cavity maps. I usually upload to Sketchfab while XNormal is doing its thing. Tweak the 3D settings in Sketchfab and then load the extra maps when they're ready."

    Google XNormal - "is a free tool to bake texture maps ( like normal maps and ambient occlusion )"

    Don't know if this helps - way beyond me!

  • Avatar
    Leigh Warren

    +1

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