Just finished the mesh optimization and finalizing the AO texture and Normal map texture.
Posting the images and next post i`ll just give a quick answers on the questions
Nice bake alexd! Curious on the triangle count of your item. Don't forget to create the interior because helmets can get knocked off in game.
Great job!
Thank you mate ! About the polycount, i`m gonna give you one tip i like to use.
When i do the retopology i do it as close to the high poly as possible, adding
loops where even i dont need. This way i can get a nearly perfect bake. My retopology low poly was 3000 + triangles. Then after baking is done i spend few hours to remove the supportive for baking loops and vertices. Annoying , but has to be done
Final mesh polycount is 1560 triangles for style 01 and 1572 triangles for style 02. All the pieces together are 1746 triangles.
I bake the textures on 4k or 8k. Then i use sharpen tool inside photoshop and then
i scale them down to 1k. This way you manage to preserve a near 4k pixel quality on a 1k size texture.
Just for the record I thought I'd comment on this :
When i do the retopology i do it as close to the high poly as possible, adding
loops where even i dont need. This way i can get a nearly perfect bake. My retopology low poly was 3000 + triangles. Then after baking is done i spend few hours to remove the supportive for baking loops and vertices. Annoying , but has to be done
With a properly synchronized pipeline (that is to say, a baking tool totally in sync with the engine ultimately reading and displaying the mesh and the normalmap applied to it), this is actually an unnecessary step. As a matter of fact, for the longest time there was no properly synced art creation pipeline available for UDK, but Handplane now provides that, and I can confirm that it works flawlessly.
Now of course this is not of much help since you are already past this stage of the item creation process, but I thought I'd mention it so that you can save some time in the future
Replies
Posting the images and next post i`ll just give a quick answers on the questions
Thank you mate ! About the polycount, i`m gonna give you one tip i like to use.
When i do the retopology i do it as close to the high poly as possible, adding
loops where even i dont need. This way i can get a nearly perfect bake. My retopology low poly was 3000 + triangles. Then after baking is done i spend few hours to remove the supportive for baking loops and vertices. Annoying , but has to be done
Final mesh polycount is 1560 triangles for style 01 and 1572 triangles for style 02. All the pieces together are 1746 triangles.
What i plan to do is just skin the mesh to the correct bones.
Here is some info on this matter :
It shouldnt be a trouble maker, but we`ll know soon enough
I bake the textures on 4k or 8k. Then i use sharpen tool inside photoshop and then
i scale them down to 1k. This way you manage to preserve a near 4k pixel quality on a 1k size texture.
Time for some few hours sleep zZzZzz
Just for the record I thought I'd comment on this :
With a properly synchronized pipeline (that is to say, a baking tool totally in sync with the engine ultimately reading and displaying the mesh and the normalmap applied to it), this is actually an unnecessary step. As a matter of fact, for the longest time there was no properly synced art creation pipeline available for UDK, but Handplane now provides that, and I can confirm that it works flawlessly.
Now of course this is not of much help since you are already past this stage of the item creation process, but I thought I'd mention it so that you can save some time in the future
Oh thank you mate , i`m definitely trying it next time
Just a very quick test mate, i`ll have to edint a bit specular and color values so it doesnt look too noisy on the red mask.
I have however other issues like i cannot override graphics settings through the nvidia panel for better presentation. Anyone know how to do it ?