Hey PolyCount, I recently posted this to 3D p&p but it's kind of getting lost there with no replies so I figured this is probably a more fitting place for it. I'm in the process of
trying to sculpt a barrel. I want it to look fairly stylized but i'm having trouble defining the edges and I think i'm getting caught in the trap of my wood starting to look more like stone around the edges.
My biggest annoyance is that I can't get the edge wear right on the crevices between each plank, my plan was to carve out the lines and then flatten the edges to make them look worn, but I think I made them a bit too shallow and small width ways so when I tried to flatten the edges it was producing really ugly results.
Any advice is appreciated, I think what would help me most is if someone would be kind enough to share how the would go about sculpting a barrel in Zbrush. (Normally I don't think I would spend this much time on just a barrel, but it's for a college unit)
Also I am getting these weird black shadows on the normal map:
My first thought was that I needed to add more sections to the low poly barrel because there's a huge waste of space between the smooth metal ring of the high poly and the harder edge of the low poly. (Picture:
) Any help on this issue is also greatly appreciated.
Thanks in advance.
Replies
Without seeing your UVs or smoothing splits, I would say you need to apply hard edges (and a UV split) on edges that you would consider a "corner" for your normal map to bake properly. Basically any two polygons that connect at more than about a 45 degree angle you probably want to make a hard edge and create a UV split. This thread explains it in more detail.
Thank for the reply, I just recently learned about polygroups so that should help a bunch, before I was doing it by scultping on the entire barrel as a whole and it was very painful to mask everything out haha.
This is my current uv tile for the low poly barrel, I assume it's pretty horrendous because I don't really know how to UV properly so tips much appreciated on that and thanks very much for the link.