Hey Polycounters, I am currently working on a crate, based on a tutorial from Barry Lowndes on Youtube.
Newest image:
[ame]
https://www.youtube.com/watch?v=UIt-nemQopE[/ame]
I have a high poly made, but it isn't rendering properly in marmoset.
This is how it looks in marmoset:
This is it in the 3ds max window:
as you can see, for some reason the corner pieces are going invisible, I have no idea why.
Replies
I have tried other models in Marmoset and they worked fine, I haven't done anything differently to the corner pieces than I did the other pieces.
At the moment this is just the high poly put into marmoset
By the way, how does this happen? Is it something I accidentally clicked, or can it happen just randomly?
Here is a now fully working render
How is it looking so far?
When you bake out the maps you have the option of X Y Z positive or negative. Different game engines or renders use different X Y Z coordinates. Some use X + Y + Z + , where some use X + Y _ Z +, you just have to set it correct when you bake. In Xnormal if you click on the options for normal map, it shows the coordinate tangents. Just make sure you match it then you do not have to mess with it later
About 110 tris I think.. or maybe polygons, I can't remember. Anyways, its fairly low.
The curve on the handle still looks good though, so that's a plus.
I am not going to bother making planks in the high poly, I am going to try making a normal map for a groove (similar to how its done in Ndo2, but without Ndo2) and then blend that with the normal map of the crate.
I assume I could just end up making a grayscale image of a groove, and then converting it into a normal map in xnormals
I currently have this piece:
But I want to remove the inside and end pieces because they cannot be seen on the model.
The current high poly looks like:
Would the bake work fine if the low poly only had the bottom and side face, without the inside and end faces?
Also, don't take this the wrong way but I think you should have tested this before asking. It would have probably taken less time to do a test bake than to take screenshots, upload them, and make a post.
If you have an idea for how to do something and it isn't too time consuming, just try it and see how it turns out.
Thanks for the feedback on the edges, now that I look at it I agree. Its mean't to be metal, and its probably going to be worn, so smoother edges would do no harm.
I think there are only 2 edges in the corner, and I added those in to get it closer to the high poly.
I don't see any distortion in it, so I am happy
Tomorrow I will be doing an AO and normal bake then starting on texturing. My goal is to get this done by the end of the week
I was following Barry Lowndes tutorial
I will also be attempting to bake out a normal map, probably tomorrow because I have stuff to do.
So far this project has been much less problem free than any of my others, I have actually gotten this one to a point where I might actually be able to make a good finished model
I mean in marmoset btw
yes, to simply preview your AO, you can apply the map to the albedo slot.
From what I have read, you aren't supposed to use your AO in your diffuse if you are using a PBR workflow
You use the AO map as a starting point for your texturing process almost as a base. It gives ambient bakes shadows especially to areas that are being normal mapped and such. Eventually you will create a diffuse map / Aldbeto which will have your AO information and color together
Perhaps I misunderstand you, but I think this is misinformation. In a PBR workflow, AO should not be included in the final diffuse/albedo.
From a reasonable distance, they aren't really that obvious at all
I have only recently started properly trying to learn and get some stuff done and ready for a portfolio, so I am learning the workflow as I go. I am currently trying to make this piece for a university entry portfolio.
I was meaning from a more broad perspective, you can still use the AO in PBR map to help figure areas out and just hide it at the end. Plus Quixel uses AO maps to help with masking stuff like that
You can either rebake it and make sure the mesh is exploded and the cage fits, usually those errors mean cage was not big enough or something is occluded or you can manually fix them in photoshop
Anyways, I thought the mesh was supposed to be built for the AO bake? And only exploded for the normal map?
Xnormal creates a cage for you and is normally doing a pretty good job. Those black spots near the edges are because the cage xnormal did was overlapping a bit.
The inside of the handles is another problem though. Did you match your unwraps with your smoothing groups?
In the UV the inside part is 1 smoothing group, so its 1 part in the UV map. The front faces of the box have their own smoothing group. In the low poly it has a hard edge, so it shouldn't be a problem with the smoothing groups.
EDIT: So should I set up a projection modifier in max and then use that in the bake?