Technical Workflow for AAA Game Characters - Vol 3 : Baking Mesh Maps

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Now that we have our RETOPOLOGY (https://www.artstation.com/a/27669201) and UV MAPPING (https://www.artstation.com/a/28109314) completed for our Elf character, the next and FINAL stage for our Technical Workflow for AAA Game Characters is BAKING MESH MAPS!

The baking process is a vital stage for preparing your character for texturing and eventually the ultimate goal of getting them into the engine. These mesh maps include the most vital Normal, Ambient Occlusion, and Curvature maps. We'll also include Cavity, Position, Thickness, World Space Normal, among others. 

For this part of the series, I'm venturing into both Substance Painter AND Marmoset Toolbag to explore with you how their baking processes work. I'll also go over my workflow and things I like to consider when setting things up and how I execute the bakes.

At the end, we'll have a complete set of baked mesh maps for our whole Elf character. This will get us prepared for a forthcoming texturing series (date TBD) where with these mesh maps as our foundation, we can create impressive final textures.

3 hrs of mostly real time non-edited videos with voiceover instruction (some moments are on fast speed just to make the bakes move along quicker for comfortable viewing)

Intro video

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Files (9)
00_TWGC_BakingMeshMaps_TheBasics
mp4 /
56 MB
01_TWGC_BakingMeshMaps_PartOne_OrganizingExportingMeshes
mp4 /
86 MB
02_TWGC_BakingMeshMaps_PartTwo_MarmosetSetup
mp4 /
56 MB
03_TWGC_BakingMeshMaps_PartThree_MarmosetBaking
mp4 /
280 MB
04_TWGC_BakingMeshMaps_PartFour_MoreMarmosetBaking
mp4 /
190 MB
05_TWGC_BakingMeshMaps_PartFive_MapCleanupandPolish
mp4 /
240 MB
06_TWGC_BakingMeshMaps_PartSix_SubstancePainterSetup
mp4 /
120 MB
07_TWGC_BakingMeshMaps_PartSeven_SubstancePainterBaking
mp4 /
220 MB
08_TWGC_BakingMeshMaps_PartEight_FinalCleanup
mp4 /
110 MB