I had a look around the internet and ended up using one from cgtextures for my first try. But it wasn't as puffy so it looked horrible. That one looks like it could have worked but oh well. I don't regret buying it
I just wanna point out the blood thing doesnt matter much I'd why we went on and on about it. Your new thing is looking cool!
Thanks! I agree that the blood could look better though, so if I find the time I'll fix it. But for now I'll focus on this.
Some progress on the low poly. If anyone can spot any problem areas please let me know. Still need to do the belt buckles and then I'll try to optimise a bit more. There's some unnecessary geo in the straps that I still have to take out.
Right now it's at 15k tris.
Breakdown of the tris:
Fur: 3k
helmet: 1k
helmet ridges: 342
straps: 1.8k
air tank + gauge: 3.8k
whistle thing: 700
eye+ear pieces: 2.2k
Well I decided to do some preliminary baking tests. Still need to unwrap the straps. There's still some glitches due to this not being an exploded bake and I had to blow up the cage quite a lot to fit in those bolts. The inside of the gauge and eye pieces is a bit wonky because I included the glass in the high poly but not in the low. And there's some spots where the low poly geometry doesn't match the high enough. But it's looking pretty good so far (imo).
Some parts are missing but they'll be mirrored.
The crest at the top looks kinda wonky to me, but maybe just because it's a differentmaterial than the rest of the fabric so it makes the clipping kinda obvious.
Here they are with the same material. And no AO, just normals for now.
edit: Also I was thinking, since the helmet part is so big, would it be good to scale up the UVs of the rest a bit? Because I'm going to end up with quite a bit of leftover space.
Cool, I would still toss in a few more loops around the top of the head to add some some curvature.
One pretty easy to do this for a curvy surface like this, while preserving your unwrap, is to throw on a turbosmooth modifier then just take out the extraneous loops with an edit poly mod on top of that.
Also what exactly do you mean by exploded bake? You didn't move all the pieces out to bake did you?
Yeah, if I have extra UV space I always scale up things with lots of small detail (screws, threading such as the tubes on the back of this). You end up with some areas more dense, but if anywhere needs high density in the normal map, it's areas with small high frequency detail.
Areas I'd make larger on this piece are the ridged areas on the dial and fittings in the back as well as that badge thingy in the front.
Cool, I would still toss in a few more loops around the top of the head to add some some curvature.
One pretty easy to do this for a curvy surface like this, while preserving your unwrap, is to throw on a turbosmooth modifier then just take out the extraneous loops with an edit poly mod on top of that.
Also what exactly do you mean by exploded bake? You didn't move all the pieces out to bake did you?
alright, I guess since the helmet is the largest part of this it could use some more geo. I think I'll do it manually though, I don't mind redo-ing the unwrap as it was pretty quick anyway.
Yeah, if I have extra UV space I always scale up things with lots of small detail (screws, threading such as the tubes on the back of this). You end up with some areas more dense, but if anywhere needs high density in the normal map, it's areas with small high frequency detail.
Areas I'd make larger on this piece are the ridged areas on the dial and fittings in the back as well as that badge thingy in the front.
Thanks, I'll do that. I'm using a 4k map since it's for my portfolio though, so I guess it doesn't matter THAT much.
Have you tried using the material ID method of baking? The exploded bake technique can engender some huge headaches if the AO doesn't line up perfectly with the normals.
Well I'm baking in xnormal so I don't think I can use material IDs? I usually just bake AO with the normal high poly, the low poly, and get AO out of the normal map. Then I just mask what I don't need.
I have baked in max before, but I find setting up bakes in xnormal to be far less of a hassle.
I want to keep on working, but I should probably go to bed. It's 6 am :poly125:
Small update:
Just realised the hooks collide with the helmet and 1 of the straps isn't connected.
To do list(mostly for myself):
-add geo to helmet
-fix hooks+straps
-explode problem parts
-forgot to include some bolts
Then I'll rearrange the UVs and do a proper bake with AO etc.
Replies
that looks effin awesome! safe to say way better than before :P
here's almost the same one for free
nothing you can do about it now, but just something to keep in mind in general
Thanks! I agree that the blood could look better though, so if I find the time I'll fix it. But for now I'll focus on this.
Some progress on the low poly. If anyone can spot any problem areas please let me know. Still need to do the belt buckles and then I'll try to optimise a bit more. There's some unnecessary geo in the straps that I still have to take out.
Right now it's at 15k tris.
Breakdown of the tris:
Fur: 3k
helmet: 1k
helmet ridges: 342
straps: 1.8k
air tank + gauge: 3.8k
whistle thing: 700
eye+ear pieces: 2.2k
I'd appreciate any feedback! :thumbup:
Some parts are missing but they'll be mirrored.
Did you bake AO or is that just normals?
edit: Also I was thinking, since the helmet part is so big, would it be good to scale up the UVs of the rest a bit? Because I'm going to end up with quite a bit of leftover space.
One pretty easy to do this for a curvy surface like this, while preserving your unwrap, is to throw on a turbosmooth modifier then just take out the extraneous loops with an edit poly mod on top of that.
Also what exactly do you mean by exploded bake? You didn't move all the pieces out to bake did you?
Areas I'd make larger on this piece are the ridged areas on the dial and fittings in the back as well as that badge thingy in the front.
alright, I guess since the helmet is the largest part of this it could use some more geo. I think I'll do it manually though, I don't mind redo-ing the unwrap as it was pretty quick anyway.
exploded bake: http://joeyspijkers.com/images_tut/normalmapping/HighAndLowE.jpg
I'm not going to do this to the entire helmet because there's no need, but there are a few problem areas that I'll have to move apart to bake.
Thanks, I'll do that. I'm using a 4k map since it's for my portfolio though, so I guess it doesn't matter THAT much.
I want to keep on working, but I should probably go to bed. It's 6 am :poly125:
Small update:
Just realised the hooks collide with the helmet and 1 of the straps isn't connected.
To do list(mostly for myself):
-add geo to helmet
-fix hooks+straps
-explode problem parts
-forgot to include some bolts
Then I'll rearrange the UVs and do a proper bake with AO etc.
Feedback is always appreciated!