Hi everyone! I'm finally trying to take a step back, and get a professional / complete mindset on my entire workflow to be a little bit more profesisonal in my work. I've always had some holes in my knowledge for 3d, so I'm trying to clear those up.
Retopologizing:
How do you do more hard surface retopology? There's a few examples where I feel it's MUCH more needed to be exact, since it's machinery. Here's an example of an antenna piece. The spiral is too precise, and I feel it'd awkward to retopologize it. How would I go about converting this to a low poly mesh?
This is how small it is on the actual model:
I find things like this often in hard surface, such as a cylinder sticking out, circular parts poking out. Does everyone just kind of guess it? What I've done is typically just model over it with a normal polygon, like I'll make remake the entire piece, but sometimes it's a little awkward or difficult to line up completely.
That was my first question. Second question involves baking textures and PBR.
Is AO still used in PBR? Or Unreal Engine 4 for the matter?
I'm still new to exploded bakes, are exploded bakes JUST for AO? Or for normal maps as well?
Depending on the answer I have a few more questions involving xnormal bakes.
Replies
How would I work an alpha into the spring to cover the rod? Also if you just grabbed a lower poly cylinder, would it look like a spring or just really look like a retractable cylinder?
Thanks, now I know how to deal with this, it was so obvious.