In this part of the Turret series, we prepare our model for baking our three maps; Colour ID, Ambient Occlusion, and the most important Normal Map.
I cover what order to do these in, and how to organise your scene so you don't have to rejoin exploded models, using a cage to get a flawless bake, and manually adjusting maps to fix problems.
At the end of this video we'll have a Normal Map, Ambient Occlusion Map, and a Colour ID map - which we'll be using in the next video to create masks for Procedurally texturing the model later on.
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17 сен 2024