I've got a few high poly sections done. I did a blockout to get a idea of proportions before I begin any more high poly modelling, so I'm looking mainly for criticism on the proportions. The gun itself seems a little too wide, but I'm not sure. Thoughts?
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I'm getting these seams with Xoliul's viewport shader and in Cryengine 3. It looks like to me what would happen if you were to have two different smoothing groups on one cluster, but they have different smoothing groups and are on separate UV clusters. The projection cage is as tight as possible in this particular spot, so I don't understand what could be causing it.
EDIT: I reset the X-form and it fixed both issues. Time to unwrap again, I guess.
Triangle count is just over 3,000 I think. Maps are 4k at the moment but will probably be reduced.
By the way, if anyone knows how to get 3ds max to fill in the intersecting geometry with black when baking an AO map, that would be great to know.
Could you maybe show a screenshot of what you mean?
I always bake a seperate AO of my lowpoly only (no projection or anything), that gives you shadows where things intersect (and then a little bit of PS levels/brightness adjustment), if that is what you mean.
Looking really nice so far
bake's looking very good. 4096 seems real high, even if you're going to ultimately size down to 2048 you might want to throw tons more geometry on it (3k tris is fine for a pistol but if you're gonna be going whole hog with a 2048 you might as well bump it up and perfectly round out everything).
how's it look from FPV? it was definitely looking too wide in the blockout stage
It still looks a bit wide, but when I lined it up with my reference images, it seemed to have the correct width.
With that said, that minor halo you see will never be seen by a player, and will get lost in your pixel resolution. You should never zoom in that close to your model, because you are just wasting time. Model and texture it from a distance that will be seen in game, to save your sanity.
If you truly wanted to fill those areas with black, then just bake a diffuse map out of your program with those accessories diffuse color set to black and the rest set to white. Voila! Mask!
Have you tried ticking the box 'Force 2 sided' at the render settings? This works for me, when I bake AO using scanline/skylight in max.