I've been searching the web for a good workflow for creating normal maps in VRay. Part of my problem may be ignorance. I'll explain what I'm doing.
Let's imagine my model is a shader ball. It's pretty smooth with curves and surfaces, just a nice model. I now need a normal map and AO map for it to use in other programs. I'm not worried about polycount as I'm not doing a game. Do I have to use the Lo Poly/Hi Poly baking workflow to get the normal map? Can I just use my Hi Poly mesh and generate a good tangent space normal map? That's what I'm trying to do but I can't figure it out.
Does anyone have a good workflow for me?
Let's imagine my model is a shader ball. It's pretty smooth with curves and surfaces, just a nice model. I now need a normal map and AO map for it to use in other programs. I'm not worried about polycount as I'm not doing a game. Do I have to use the Lo Poly/Hi Poly baking workflow to get the normal map? Can I just use my Hi Poly mesh and generate a good tangent space normal map? That's what I'm trying to do but I can't figure it out.
Does anyone have a good workflow for me?
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