Hey guys,
I have ve been wondering this for some days now:
Will these tiny spaces between my LP pieces become a problem ? (I am exploding the bake so it shouldn't be a problem but I am entirely sure).
I am curious if I should just try to "close" or / straighten these gaps in my HP/LP.
Replies
Make a little test bake to see what happends, thats allways a good way to learn.
So yes, exploding will be your only option.
Or the better one, don't model things like that in, it's so tiny, and so small that it could just be normal mapped in with some black Ao at the end.
Unless it animates like Alec pointed out, you're better off going with a contiguous mesh.
If this is your high poly, do whatever works best it won't really matter, the baking process just takes a picture of the surface like an orbiting satellite. The surface of the high poly can be broken up and fractured and it won't matter.
I am doing this workflow because the tutorial I am following uses it (without real explanation, at least I know now why).
no, no animation whatsoever. I think you do not mean 1 actual mesh but rather several "big chunks" right ?
ill stick to the tutorial's exploded bake method until it becomes a little clearer.
My general rules of thumb:
1. Use as few mesh chunks as possible
2. Use separate mesh chunks for anything will animate, cause overlapping errors, or has some other special case where attaching it will be a pain
3. Explode all mesh chunks that will cause overlapping/intersecting raytrace errors when you bake
The area you show there, there's really no reason that should be a separate mesh chunk. You use more triangles in places you'll never see, and more uv space is wasted because you have to texture the little bits in-between the pieces, plus you will get more aliasing as Alec says.
Heres an example asset:
https://dl.dropbox.com/u/499159/3PointStudios_Brink_Maya_ar02_04.jpg
https://dl.dropbox.com/u/499159/3PointStudios_Brink_Maya_ar02_03.jpg
You can see that the majority of the gun is one large continuous mesh chunk(ie: all the parts are merged together without intersections). Exceptions:
1. The magazine, trigger, cocking handle and bolt(+ bolt flap), because they need to animate.
2. The iron sights because you can swap them in game
3. The rails on top of the rifle, client requirement.
So all these secondary elements were exploded to bake so they wouldn't cause intersecting issues, but for the most part the static pieces can be merged into one chunk which makes uvs and baking a lot easier, and gives you a more seamless end result without aliasing.
I will give it a shot and post some results tomorrow for you guys to judge!
Once you get into the habit it gets easier and starts to make more sense. Its also generally easier/faster to uv a big continuios mesh than a lot of smaller little chunks, for me at-least, though uv distortion can sometimes be harder to deal with on more complex shapes.
You'll hit that point to if you stick with it.
Here is where I am now:
I know it is not 1 contiguous mesh yet but I am working on it =P For me it is actually allot easier and faster to make seperate meshes for UVing. UVLayout is ultra fast when you have seperate meshes.
Few questions:
- Should I exclude the cylinders and small detail meshes from the "big" mesh ?
I presume it is better to detach identical detailed objects from the main mesh so that I can copy the UV's easier.
- My biggest worry of using these big LP meshes was that you did not have enough control on the texturing process. But I now think this is not true because you can just seperate the different type of elements how you would like when UVing. Is this correct ?
- In the tutorial I was following the guy only UVed/Baked out half of the asset. Is this indeed the best method or would you guys prefer it otherwise ?
Thanks again ^^
*EDIT* Should I attach the handle also ? Awaiting advice.
Then moving forward keep in mind that it will be easier to model it from one solid mass, rather than join two meshes together later. The topology will flow much better, it will unwrap easier with less wasted space bla bla bla all the stuff you just figured out.
As for the "only bake half", I think the person had a lot of overlapping UV shells? That's pretty common for bits and pieces that will probably share the same texture. Especially if they won't ever be seen side by side, like two sides of a gun.
By stacking UV shells you can make the remaining shells bigger allowing them to use more pixels and have a better resolution. If everything is unique then all of the UV shells are small and they barely have enough pixels to define anything. Most newbies will then crank up the size of the texture maps to insanely high levels, which you can't do in actual games, so eventually they learn to stack shells and offset them when they bake.