Hey everyone, I decided to try a simple asset to get some practice with high poly baking. I decided to do this German stick grenade, it seemed like a fairly simple asset to make.
High poly compared to reference:
Low poly:
Now that I look at it, it seems the end section of the handle is too long.
I didn't add the little circle bumps on the metal, I am going to do this in the normal map.
Any criticisms?
My low poly is around 700 tris, should I try and decreased this amount or is it fine for an object like a grenade?
Replies
A metal changed to be dark: (might need darkening some more)
A piece of wood with some slight colour changes:
The materials aren't exactly the same, however I think they will fit nicely.
i would also suggest you go back and more closely examine the shape of the overall grenade. it seems like you've done yours by eye which isnt necessarily a bad thing, but it looks like youve simplified some of the shapes. most notably the bottom piece.
Here is a side view against my reference:
I might just completely remake the end part, I messed it up a bit
I probably should have looked at more references when doing that end piece.
Does that look right?
Is everything looking ok?
I need to spend some time getting as much texture space used up as possible
The UV's on the top metal part are mirrored/overlapping itself.
The size of the UVs could be more uniform.
You probably need to relax the UVs, I'm seeing a few areas that would be fixed by that.
Remembering your basic math, the circumference of a circle is 2*pi*radius, or pi*diameter. So, for each cylinder, when you UVW map it, the U-coordinate can start as 3.14 times the length & width, and the V-coordinate as the height. Change to Edit UVs, move the map off to a convenient side, then repeat with the others. The can top, the bottom, and any other planes are just planar maps with their UVs as the appropriate dimensions. Then, just combine all the pieces, move them around to a squarish-shape, and shrink (or grow) to fill the 0-1 area.
http://imgur.com/23tt0Cm
I had to separate the end grenade piece into a couple of bits, otherwise it was going horribly stretched, not to bad though.
I think I still need to mess around with the stretching on the handle and get it a bit more uniform.
just try to get your checkers unstreched. and in the next step try to get them the same size by scaling the uv´s uniformely
maybe you could post your uv-layout ?
It looked quite good with UV checker as well.
UV layout: