After learning how to bake I've encountered the next problem I'm sure everybody here familiar with - normal map's resolution.
Personally I see two solutions here:
1)Pack everything VERY tight.
2)Separate meshes, do UV sheets for every one of them and then join them into a prefab inside a game engine (like for example weapons with scopes and so on).
But may be I'm missing something and there is some obvious method I don't know about? How do you deal with resolution problems?
Replies
Here's the problem I'm talking about. Even if I mirror some of my UVs, stack UVs of symmetrical parts on top of each other I have troubles with resolution because there's not enough space.
thanks, I didn't know that it affects smoothing.
It doesn't affect smoothing, but it does affect detail retention. For instance, you only really need one row of pixels to represent a perfectly straight line. However, you need at least two to represent a diagonal. Square pixels being what they are and all.
You can also exaggerate the shapes on your highpoly, make your bevels nice and fat/chunky and they will read better at a distance and hold better at lower texture resolutions.
Especially when I work with lower resolutions, I tend to exaggerate bevels so they read better overall.
Also notice that even though the uv's are perfectly straight, the version with the bigger bevels reads allot better, especially at a distance. How much you are willing to compromise realism for readability is completely up to you (,or the art director/style guide/etc.).
Basically what you should be thinking about when creating your high poly is how big the final asset will be on screen and the allowed texture resolution you can work with.