Creating weaponry effectively in a next-gen workflow requires detailed knowledge of a variety of very specific skills and tools. In the third tutorial of this knife creation series, we will examine UV mapping and baking, two highly complementary sciences.
By effectively taking advantage of smoothing groups and island breaks on the UV map, as well as a baking method known as the exploded bake, we circumvent many of the pitfalls that plague those new to the baking process. The final result will be normal and occlusion maps that are generated as quickly and painlessly as possible, and a that is mesh completely ready for texturing.
Please note that, although we will be using 3ds Max, the theories and techniques discussed here can be applied to any 3d application that supports unwrapping and texture baking.
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