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Lynx/Axe can normal map test (large images)

polycounter lvl 9
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Kroma! polycounter lvl 9
I have wanted to bake out a proper normal map for a while now using a combination of floaters and built-in geometry, with no cage tweaks or Photoshop manipulation. Looking around my room I found a Lynx can which seemed to be suitable. Like this:
Lynx_Vice_Can.JPG
image-022.png


All images are viewport screenshots using GrabViewport.


Firstly the high poly:
HP_nowires_zps8052bb95.jpg~original
HP_wires_zpsc807fa3d.jpg~original


Here the high poly is on the left, the low poly with normal map in the middle and the standard low poly on the right:
Comparison_001_nowires_zps4228a8a6.jpg~original
Comparison_001_wires_zps4645aa36.jpg~original
Comparison_002_nowires_zps2ea87bd7.jpg~original
Comparison_003_nowires_zps6a235519.jpg~original
Comparison_003_wires_zps0cd93839.jpg~original
Comparison_004_nowires_zps2fb91565.jpg~original
Comparison_004_wires_zps59a795eb.jpg~original
Can_body_NormalsMap_1024_zps3b62319d.jpg~original


The low poly comes out at around 1800 tris, which I’m sure can be optimised as some of the bevels may not be necessary and the top surface topology may be cleanable. But the bake came out clean and looks good when viewed with the Xoliul shader. The map size is a downscaled 2048^2 to 1024^2, to capture the little ridges better. Although there is a lot of unused space on the unwrap, I was not sure how it could be maximised without sacrificing the size of the UV shells.


Any feedback on what I’m doing right/wrong would be much appreciated :)
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