Baking normal and displacement maps from multires sculpts just got easier thanks to the addition of the ability to bake directly from the top level of a sculpt to lower multires levels. This also helps with memory issues when baking very high poly sculpts, as the new system can handle much higher poly counts, as it does not use blender's standard renderer. If you want to play with the new tools builds are appearing on graphicall.
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4 Comments
This is a very neat feature for game models. Thanks to whoever made this possible!!!
Well, to put it in technical terms, OOOOOOOOOH!!!
@Grandmaster B: Morten Mikkelsen and Sergey Sharybin made this possible.
I've been doing multires with cloth, which gets too twisted and wrinkled for projection normalmapping, and looks disappointing when faked or just skipped for low LODs.
This should handle those twists and other overlapping parts much better, and could be blazing fast since it's only checking a known set of connected verts instead of raytracing for whatever happens to be there.
Now there's a very welcome feature; awesome!
This is a simple (in concept at any rate) but brilliant addition. Sure fancy simulators and new unbias rendering is great but things like this which simplify work flow are invaluable to helping blender grow as a tool.