a) 1. 1 Baking a normal map for ingame use
Step-by-step By Billy Johnsson
1. Start off by creating your mesh that you want to bake a normal map from. This mesh you want as detailed as possible. It can reach polycounts not suited for the GTA engine.
2. Create a low poly mesh of the high poly mesh you just created. This mesh needs to be optimized for ingame use.
3. Ensure the low poly mesh is scaled slightly larger and placed in the same location as the high poly mesh. This helps with the baking process and ensures that the bake comes out clean.
4. Go to your render engine and switch to cycles. Set the device to GPU compute to ensure faster rendering results.
5. Go to sampling under scene settings and change the max samples to 64 to get the fastest bake.
6. Under bake, change bake type to normal.
7. Check the box "Selected to active" and set "Extrusion" and "Max Ray Distance" to "0.2" for both values.
8. Ensure the low poly mesh is UV-mapped to a new material.
9. Under shading, create a new image texture and set the resolution to your desired size. I recommend 256x256 or 512x512 for smaller equipment/details. For larger texture sheets like a lightbar or base model, set the texture to 1024x1024 or 2048x2048. This can always be downscaled after the bake if necessary.
10. Set your image texture color space to "non-color".
11. Click on the image texture node in shading properties. While you have it highlighted, click on the high poly mesh and then the low poly mesh so that the low poly mesh is the active element.
12. Navigate over to bake properties again and hit bake.
13. Once you are happy with how the bake turned out, ensure that you change the max samples to correlate to your texture size.
Baking Texture Workflow Summary:
Adjust Texture Color Space: Ensure the image texture color space is set to "non-color".
Selection Process:
Select the image texture node in shading properties.
Highlight it, then click on the high poly mesh followed by the low poly mesh, making the low poly mesh the active element.
Baking Process:
Return to bake properties and initiate the baking process by hitting 'bake'.
Final Adjustments:
After reviewing the bake, adjust the max samples to match your texture size for optimal results.
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