Started another piece. I found this concept on http://cggallery.itsartmag.com/ This is what I have done. Planning on turning all these high models into normal maps since I haven't touched on normal maps.
Looks pretty good so far. I would just suggest you rework the fire hydrant a little bit so you don't have all the edges meeting at a single point coming off the round sticky out bits, since it's creating bumps where it should probably be a smooth cylinder.
I wasn't sure what to do next, whether I should do the normals first and texture the model last or texture the model then do the normals. So I started out with normals. Figure it be easier that way. Here is my low res with the normals. I did the normals on all of the pieces at once. Would it have been better to do them one by one? They are modular pieces. I wasn't sure because then wouldn't it be harder to add them together since they are all separate pieces. As you can see by the images the normal seems to be different from the high poly model. So many questions. Hoping you guys will be able to help me.
break your model into pieces then bake them one by one in your software of choice. Baking all at once like you just did will result having a way bigger cage than you really need.
Thanks that helps. So once I finish backing them out one by one, I would merge them all together? What if they are one UV map like I have with this Diner. I would i still be able to merge them together without having Normal Map overlapping each other?
Okay. Finally got the normal onto my low poly model. One thing that still eludes me though. All the normal on the model here are on separate maps. I want all the normal for Diner to be on one map so I can easily texture it instead of having 5 or 6 different map to texture. I first try putting them on one UV space and transferring the normal map over to the low poly but as you can see from the previous post, it didn't turn out quite well as I planned. Would it be better to add the UVs into one UV map or keep them separated as I have now?
Replies
Low Poly with Normals
High Poly