Im still working on the textures but seem to be having some issues with baking normals I think. I think I might have to redo the high poly to get better bevels for these. Or try messing with xnormal a bit
your edges are way too sharp to bake, resulting on aliasing on your normals which turns in to a huge barcode type thing when you add padding, and ultimately leads to stuff like that.
Edges of your high polygon are too sharp for sure (see all the aliased edges on your normal map, it's 2048^2 and the captured curvature changes are like 1px large. Any smaller resolution and they'll just disappear.)
But the black lines remind me of a similar problem caused by when the low polygon model has a break in the smoothing (whether by hard edge or sharp angle) but the uv-unwrap treats it as continuous by connecting the two unconnected (by smoothing) faces together. The solution to this is to separate polygon islands by the smoothing breaks of the low poly model. I'm not very familiar with max but I'd assume this would be something along the lines of spliting the uvs by smooth groups.
For the front recess of the M720, I'd suggest adding either an internal laser or flashlight, similar to the Kriss, above the barrel.
Thanks for all your help so far guys. Im gonna try a few things with my baking before I go back and redo the HP again. Gonna try Handplane as well as cages and smoothin groups
So Ive done some tests and it looks like its a combination of edges that are too hard and UV islands issues. Im gonna go back to start and re UV and redo the high poly as well.
Some of the problems could be hard edges on lowpoly where uv's are not seperated, usually resulting in black artifact lines, though I've never seen a bake quite like that, must also be what other people said about too hard edges in highpoly. Looks better in new version, but I can still see some problem areas.
I think you are off to a great start, but there are areas where you can further optimize your poly distribution. Other areas you've modeled into the low poly, yet the normal map should be taking care of those details. Examples include the screw on the handle and the interior of the smaller 2 barrels above the actual barrel.
Not only will adjusting these areas make your model more efficient, but it will save you time UVing those tiny details.
Thanks for pointing that out Mospheric, Ill fix the laser site and im not sure if I can get away with the screw part at least on the handle, More likely ill remove the detail on the metal side of it
Hey guys so Im running into some trouble with my normal map bakes not coming out right, Ive used handplane and xnormal for bakes, I may try topogun next to see other results.
You should probably reduce your images down, I don't think posting 4k maps is necessary lol. You probably need to do an exploded bake on this since a lot of parts are close together. Also are you using a custom cage?
@Bardler - Yea I wanted to get as much resolution as possible for now, it doesnt take long and when they come out right I can always reduce it. No cage though and its already exploded.
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But the black lines remind me of a similar problem caused by when the low polygon model has a break in the smoothing (whether by hard edge or sharp angle) but the uv-unwrap treats it as continuous by connecting the two unconnected (by smoothing) faces together. The solution to this is to separate polygon islands by the smoothing breaks of the low poly model. I'm not very familiar with max but I'd assume this would be something along the lines of spliting the uvs by smooth groups.
For the front recess of the M720, I'd suggest adding either an internal laser or flashlight, similar to the Kriss, above the barrel.
Soften them way up for a better bake.
Compared to the old:
Some stuff still looks a little too sharp but you'll have to see how your bakes turn out.
The models look cool, will be interesting to see the working normal maps. How are you planning to do the texturing?
Not only will adjusting these areas make your model more efficient, but it will save you time UVing those tiny details.
Then you probably want to set up a cage in maya then export it out to xnormal, or make a cage in xnormal.