Thursday, 18 April 2013
I have now baked AO, Normal and cavity maps for all rocks in xNormal, in addition i have baked in AO maps from max to get full range shadows. a range of noise maps have been used in the diffuse, as they add texture, but have no recognizable patters, keeping seams invisible. To build the low poly models i used decimation master in zbrush, i chose this as it keeps silhouettes more intact at lower tricounts than max's pro optimize. and also i wanted reasonably high tricount as these will be seen very close, so manually retopologing will have been too time consuming, also there would have been no benefit of a quaded structure.
Low poly, no textures