I’ve been using zmapper for a while and in general am very happy with it for single things - It’s brilliant for doing a body, for example.
What I’d like some advice on is how people go about baking multiple objects (such as a woman, her hair, and, say, her clothing all of which are different sub groups) into a normal map.
Looking through epic games’ work flow I see they tend to import the resulting high poly meshes into 3dsmax (or another 3d package) and use a projection bake onto a low poly mesh. In practice I’ve found this tends to create less than ideal results the more sub objects I’m pulling in. Firstly it often creates a normal map that needs a LOT of fixing up (especially with any part of the model with hard edges such as armor, belt buckles and so forth). Secondly I find any areas where two objects push through each other (hair on the head for example) often can lead to a lot of weird artifacts as can tight areas, turns and so on (which aren’t nearly as much of a problem in zmapper renders).
I can apply a projection map in zmapper from a high poly source to a low poly equivalent but the results are much the same as I describe above.
I’m wondering how people approach this problem and what folks regard as a decent workflow. If, say, you’re making the aforementioned woman do you render out her skin subtool, her hair subtool and her cloths subtool as seperate passes? One big one? In zbrush or in your 3d package?
Any advice would be most welcome!