(that's Blender by the way, aww yeahhh)
I'm never good at this, I've read up on it plenty; I've found it's best to bevel where I can afford to add faces, to triangulate my low poly mesh before baking, make sure faces on each mesh aren't too far away from eachother (I actually have some of this happening here so I know I have some faces to push and pull still), try not to have faces intersecting, move UV islands that are overlaid on each other, etc.
But I get a lot of artifacts when baking from the high poly mesh.
I'm really just looking for advice and wondering what you make sure to do before baking out a normal map which I may have missed (like the top of jukebox there, the island is just blue! XD ). Any help is greatly appreciated
Replies
Stack UV shells when you can so you can increase the size of the UVs so they can utilize more pixels.
2: Bake double res. I know some people opt to use global supersampling, but personally it hasn't worked well for me. Bake double res then size down the bake...resampling tends to soften out the image and gets rid of the "pixelly" look your lines can get. (especially diagonal lines)
It will also result in a uv layout with less seams(again more efficient) that is easier to texture.
There is no need to model every mesh chunk in the lowpoly the same way you have in the high, its much better to keep your low as simple as possible to represent the base form and silhouette and as seamless as possible to avoid ray intersection issues/needlessly complex bakes.
I mostly did that, although now I've spotted double UV islands, oops
Oh yeah, I was kicking myself when I forget to do the mirroring thing, thanks for reminding me, it'll only be a bit more work to get that going. Also, no smoothing groups?
Okay thanks for the heads up. How do I tackle faces being too far away also? EDIT: I found the setting for it! I think I was using values way to high before giving strange results, meaning I had no idea what that setting was for XD
smoothing groups) automatic ! just what you need.And btw if you have some
non-symetrical details forget about symetry on that front face to make it more
interesting you can let it non-symetric (and mirror everything else), the choice is yours.
Edge split, now there's a tool I've not used in years! What's it specifically used for if I can use the Y key (split vertices) during modeling? I don't remember hot it works.
Also as for the details being non symmetric, I was planning on adding non symmetric dirt (which is probably why I forgot about mirroring UVs) but in hindsight it'd be a waste for this jukebox, especially with all the detail I want in on the normal map! Thanks for this script link also, I'll look into this when it's not 2am XD (pinned)
edge split modifier, it allows you to have hard and soft edges in blender, throw the modifer on the stack, check off marked edges and uncheck angle.
Than start makeing edges selections and hitting control+e and selecting mark sharp.
or us a script to marke all your UV seams as sharp.