Is it possible to implement a baking option of the texture(s) with choices : normal map, bump map, displacement map ? at the export or before to reuse them (to replace those map in C4d for exemple and not to bake object to obtain a normal map before a decimation under z-brush wich preserve UV).
+1
It would be great to have built-in normal map baking. The normal map would be calculated from a high poly model (>100M), mapped on a simplified low poly model (<1M). UV unwrapping would be shared between the diffuse and the normal.
+1
+1 as well. Very interesting feature to simplify global process
Holy moly, that is quite some request!
But just in case:
+1
+1
Any word on this guys? Would make for a killer feature!
Anything like https://en.wikipedia.org/wiki/Normal_mapping ?
Yeah exactly. Even just normal maps would be beneficial. It’s difficult to get any baking software to accept giant meshes… And to decimate a mesh before even baking it is less than ideal.
Amen. High on the list, indeed.
Noticed in https://www.facebook.com/groups/CapturingRealityArena :
“For nicer rendering in Sketchfab: export high res mesh, simplify and texture, load high and low res mesh into XNormal and create normal, ambient occlusion and/or cavity maps. I usually upload to Sketchfab while XNormal is doing its thing. Tweak the 3D settings in Sketchfab and then load the extra maps when they’re ready.”
Google XNormal - “is a free tool to bake texture maps ( like normal maps and ambient occlusion )”
Don’t know if this helps - way beyond me!
+1