Game assets - Bakeage Automation

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Hi everyone, quite new to Houd here. I am currently in the process of trying to set up my own graph for automating some of the low poly creation process in order to get to texturing at a speedy pace, for a bunch of assets. So for example, 10 small weapons.

Currently I am trying to setup a graph that is as follows:

Takes high poly mesh > Voxelizes > reduces polycount to low > Auto UVs > softens edges > finally baking. Couple of q's, firstly - how would you go about setting it up to run the graph for each geo mesh, rather than all of them as one merged mesh (I'd like to just drop assets in run the graph and have output bakes to a folder.)

Secondly, is there a way to set it up so that the exported bake map will have the asset name in the title? Attached is an example of what I am trying to achieve, but both weapons are being read as one mesh and overlaying over each other. Any help would be appreciated, thanks!

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bake.jpg (196.8 KB)

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Here a great video - Process Multiple Objects with TOPS - it saves name from mesh file name - https://vimeo.com/336156440 [vimeo.com]

Other awesome tutorials on PDG -

Pipeline Tools | Robert Magee - https://vimeo.com/325768130 [vimeo.com]

PDG for Indie Gamedev by Kenny Lammers - https://www.sidefx.com/learn/collections/pdg-for-indie-gamedev/ [www.sidefx.com]
Edited by marks - Feb. 27, 2021 14:59:58
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