So, I'm teaching myself as I go and I've reached a point where I need to troubleshoot my lowpoly/texture-fu. I understand the concept and the how-to, but the finer nuances seem to elude me. Here's what I got:
The problem - rendered, hideous (Marmoset):
Original High Poly:
Low Poly:
Low Poly with wire:
I don't even know what the right questions to ask are, so have at!
Replies
I don't quite follow you though - "barely moves along the axis it's distorting?" I think I know what you're getting at, maybe, but I'm not sure.
http://www.polycount.com/forum/showthread.php?t=81154
Also make sure your normals are the correct orientation, inverted or not. Not sure what orientation topogun uses.
Good luck.
I used hard edges for presentation purposes but I would recommend you to to smooth everything. There are more to this than meets the eye but for now let's stick to simple things )
You also need to understand the way the rays are actually being cast during the baking process as this can greatly affect your results especially on a mechanical shape with surface direction changes superior to 90 degrees, like on the back side of your front piece. This is why the 3DSMax cage is such a powerful tool. Have a read there :
http://wiki.polycount.com/NormalMap
As strange as it may seem you also have to consider your lowpoly budget when working on your high, and adjust the way your build your source shapes accordingly. This is an odd mental exercise at first but it becomes second nature with time.
Good luck!
I don't know about the way I modeled the rivets into the low poly - excessive?
Edit: OMG and dat link - everything about everything. My face:
Compounding matters with your last post is that you've modeled all of the little details directly into the mesh and you're not using any hard edges/smoothing groups, so you're adding in smoothing errors on top of not having the correct sort of geometry to support the end result you want.
You also need to think about scale and how close the player will get to the object when deciding the detail level. (See Warren's post above)
Also, you've got some strange choices in your highpoly modeling. You seem to be placing detail areas in parts of the mesh that will be nearly impossible to be seen in any game. Detail the areas that will be visible, not little grooves that you can't see for all but very specific angles.
(Marmoset, of course... because I haven't figured out Unity yet)