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Mesh Baking DX11

Discussion in 'World Building' started by Waterlane, Jun 17, 2018.

  1. Waterlane

    Waterlane

    Joined:
    Mar 13, 2015
    Posts:
    188
    Hi I'm using the 'DX11 Tessellation Displacement' texture by PanDishPan - which works just fine.
    However, I'm really wanting to bake the 'low poly+DX11material' mesh into a 'high poly with similar mapping' (so I can reapply the same texture as a standard texture). I've tried ProBuilders obj export and it only creates the low poly mesh...
    Is there anyway ProBuilder can export a baked high poly model, from the 'low poly+DX11 material model'?

    If not, would you have any suggestion how this might be done?
    Thanks
     
  2. gabrielw_unity

    gabrielw_unity

    Unity Technologies

    Joined:
    Feb 19, 2018
    Posts:
    963
    Hi! That's something you'll need a custom tool...not actually sure if I've heard of that being done before. I'm sure 3DS Max can do it...somehow :D
     
    Waterlane likes this.
  3. Waterlane

    Waterlane

    Joined:
    Mar 13, 2015
    Posts:
    188
    Thanks for the reply - Yes I think a 'snapshot' in 3dsMax would work. Unfortunately I the material would not work and I'd need to recreate it - Also I'd prefer not to use Max for this.
    Hopefully I've now got a work around though and can use the models I have ;-)