High polycount! I'm a lurker here, but I'm trying to get more involved in the community. I recently made this revolver using the Softimage Mod Tool and I want to show it off! I'm a huge fan of the Webley revolver, and I wanted to make a sort of modern looking version. The texture is just AO + straight color.
This is my first weapons model, and my first time baking normal maps. It went pretty well overall, but there are definitely some issues. One of which being that Softimage crashes if I bake at anything higher than the lowest setting, but the lowest setting is still pretty damn good!
ANY hints, tips, suggestions, or critiques are very welcome.
Here's a shot of some "floating detail" on the high poly.
And the high poly:
Now overall I'm really happy with how it turned out, but there are some really ugly spots on the normal map that I can't figure out how to avoid. It seems to have something to do with the high poly objects fitting inside the low poly objects, so there is some black space generated when it "looks" at the high res. Like so:
I'm working on a few more weapons at the moment and I would love to know how to get rid of this issue!
Replies
Add more geo to match the low closer to the high and you will see your blackness go away.
Otherwise, deal with it! Will the camera view ever be that close to the object?
The free version of the mod tool does that, don't blame the OP,
but DietCoke you should really download the free student version from autodesk, https://students.autodesk.com/
Nope. The problem is that the projection cage is not averaged. This creates gaps where there are hard edges/smoothing errors and results in seams.
Hrm, so the black 'gaps' won't go away with more geo? I didn't notice the seams.
ZacD: THANK YOU for that link!
n88tr: Ha, that is exactly what I did! I just added a billion bevels and edge loops to the low poly until it smoothed out while retaining the hard edges. Is this bad? I know there is a thing called "sub-d" modelling that I know nothing about.
EarthQuake: Thanks! I'm not sure exactly what you mean, but now I have an avenue of investigation to follow!
Ahhh ok. Thanks for the info.