Baking Textures for the Bat Creature

In the case of the Bat Creature, my aim was to create textures for the skin and to bake a displacement map for rendering the final model with a Displace modifier in order to capture all the details I sculpted earlier. In this section I’ll discuss how I baked maps for ambient occlusion and displacement to help with this. I’ll also cover baking a normal map as an alternative to displacement maps, one that renders a lot more quickly though at the cost of some accuracy in representing the fine details.

Baking Displacement from Sculpt to Final Mesh

Because I continued sculpting on the retopologized mesh, I could just render the final mesh directly. But this isn’t always desirable, because the Multires modifier ...

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