HI, I'm creating pistol referencing on Bioware's concept art. Using 3ds max, polybump, cryengine 3. What do you think so far?
Pistol has around 7k tris. I wanted to be detailed. It's for portfolio purposes so handgrip is more detailed than it should be for a game. I'm planning also sculpt some details in zbrush and rebake normal map.
Mostly to those, who use polybump and cryengine 3 I have a question how to bake normal map of crevices visible in that pistol? Some of them have depth and some of them are outlet (HP model is made of several parts). I'm using polybump for baking but also I can manage 3ds max bake. I already spent a few hours just on that crevices. In that time I combined normal map from a few bakings with different settings, but that's not a method. I ask for tips someone with similar experience, how to setup polybump and cage model?
Replies
scratches:
Hf looks so good I couldn't even tell.
This gun in fact was step back from bigger project in the middle of which I'm right now.
One example of this is this piece of artwork from Joeri Vromman.
As you can see it looks pretty good with just the base materials. However he then put lots more smaller details such as scratches and dirt in there.
Forgive me if I have phrased this badly.
It's fine. Not a bad idea. I agree that model should look decent good even without subtle dirt, color variations and scratches. Switching off that layers could be good thing. Cuz they could distract you from achieving even higher level of realism coming for example from shader set-up.
devonmousseau what's the "hf"?