I’m stuck with getting maps for chainmail. I’ve tried two approaches:
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making a tileable nanomesh or micromesh, dragging it out on a mesh with relatively even polys, convert to geometry, export and bake onto low poly in Xnormal.
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make a tileable chainmail texture in zbrush and use on low poly mesh.
Neither approach worked for me. In the first case, exporting the high poly chainmail texture to xNormal and trying to bake maps didn’t work very well. The chainmail was baking onto both sides of the mesh (the front projected to the back and vice versa). I tried to get around this by putting a solid mesh underneath the chaimail, but it still didn’t counteract the issue entirely. Look at the collar area of the attached base texture map from xnormal for example:
I ran into problems in the second approach when I tried to make a normal map of the tiled chainmail texture. Since the chainmail is full of holes, I would get a normal map with a black background. I don’t know how to correct this.
What workflow would you use to get a real-time chainmail texture onto a game model?