Hey guys, first real post here on Polycount. Just finished this hipoly to a point that I feel like I can post it. I chose to model this mostly because there's already a couple of these posted on the site and I could get good reference from those threads as well as pics on the net.
Also while I've tried to go into detail with this I'm not really fussy over actual inaccuracies, I just really want to improve my 3D skills.
Let me know if I need to include additional pics like wires or whatever, I didn't think they'd really be helpful for HPs.
Thanks.
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Also can anyone give me a better way to post wireframe pics? I'd prefer a way to render them rather than just screencapping, to avoid the jaggies.
Yes, good point. I missed that.
Is this because my model is too low-poly?
Interested in what you mean by Hardening the borders of your UV shells.
I'm using a cage, but I will definitely try rendering at a higher resolution.
What do you mean by this?
You could also try breaking some of the hard angles into different uv shells.
Thanks. But the reason I asked is that I don't know the term "UV shell" :P
However i think adding some more geometry to your lowpoly will definetly help. You need to think about the use case of this model, if it's going to be a first person model(im assuming) you can probably put a lot more polys into this. Especially areas facing and close to the "camera".
My Mateba model was where I really cut my teeth on normal baking, it was a lot of trial and error, keep at it, and read over all the normal mapping stuff in the Wiki, especially any threads from EarthQuake or the guys at 3point, they know their shit.
http://wiki.polycount.com/NormalMap?highlight=%28%5CbCategoryTexturing%5Cb%29#Baking
Yeah I used your and EQ's work for reference a lot, which helped for reference for some areas I really could not find pics for, such as the hammer area etc.
I've been looking this problem up quite a bit and from what I gather it's fairly common and the solution is to make sure that the culprit pieces of UV are seperated but I've already done that. Unless by that what is meant is seperate them completely from the rest of that chunk of UV, but how is that practical? It wouldn't be practical, to me anyway, to have large pieces of my UV that should be all in one neat group all over the place.
Why is my normal bake taking any consideration from the smoothing groups at all? It's incredibly annoying and when I render a world-space normal it looks absolutely fine on the map itself, whereas a tangent-space map has those seams on it.
...or inverted green channel.
Don't worry if the smoothing is a little blobby, the normal maps will probably fix it as long as you don't have 90 degree angles stitched together (and even then it might work if your baker and target engine are synchronized)
This is what I get when I use that. The normal map looks much the same when I bake it.
I'm sure I'm missing something here. Does it need to be triangulated? Do I need to go back and fiddle with the UVs? I'm at a loss.
Also, the tool in TexTools only works on single objects, so you'll have to apply it to each separate object that makes up your gun.
Furthermore, after having set the UV shell edges to hard, I slap an Edit Mesh modifier on top of my lowpoly (for traingulation), then the projection (cage) modifier, adjust as needed, and export to xnormal's SBM file format, using the 'low poly' settings (tangents exported, cage included etc.)
Once in xnormal, be sure to have the 'use cage' option checked in the low poly tab.