I am modelling from an old hand drill I have in my room, I am using this as a reference for texturing too.
I am done with the low poly and the high poly, I have a low poly that is around 3000 tris, and still looks pretty decent in my opinion.
Low poly:
[SKETCHFAB]50fd0c71af85447f95a486f1109d5713[/SKETCHFAB]
High poly:
[SKETCHFAB]f692bc7fb7d241cd8c4fbf02292403b9[/SKETCHFAB]
Here are some pictures of the drill I am modelling from:
My goal is not to make this a perfectly matched model, but to get better at texturing, as this is my weakest point.
This will hopefully be part of my university application portfolio once its finished
Replies
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If I remember correctly, that was caused by the fact that I used a cylinder to cut a hole, then extruded the edge up and for some reason it didn't hold its shape properly.
This will be easy to fix on the low poly, because I made it a separate piece, it might be a bit trickier on the high poly.
it looks crap, mainly because its rendered at low res and I haven't changed any of the settings on the renderer, but I would still like to atleast be able to test it.
Anyone how any idea why its not working?
The normal map is really low res at the moment, so it looks quite ugly.
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There is also a small error with the part at the front which I need to fix, but overall it seems to be doing its job nicely.
I tried doing this in xnormals but I keep this getting this problem where it just produces the default purple, with no details
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Ill get some pictures up of my set up for the problem area, I think I might be doing something wrong
I think the issue is that in my high poly, the whole thing is one piece, in my low poly the cylinder is seperated.
So when I add the projection the cages intersect.
Im not sure how to fix this issue
There's a really simple way to fix that issue... just make it part of the same mesh. What's the problem? Just use boolean like I'm guessing you did with the high poly.
I initially avoided it because its waste and I thought it would show bad practices
I will do that then
Here are some pictures of the problem area:
The cone was slighty over by a tiny amount, I moved it, this is how it looks now, I will try rebaking and see if this fixes it. The UV's look fine, so they should not be the issue.
There seems to be more errors in this bake than my other ones.
There are quite a few small areas that look a bit wierd and also still having problems with the front.
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I think the problem is the ngon at the end of the low poly... You should make it so it's either tris or quads before you bake. If that's not the problem then I don't know what is.
No problem. I know this kind of troubleshooting can be a pain.
I fixed the Ngon, I checked the UV's, the cage looks correct, it should be fine.. but for some reason it isn't.
I would try baking it in xnormals but that does not seem to work at all for me anymore.
This is a basic cylindrical map that has been scaled slightly to make it less stretched. It produces this weird mess:
I am really not sure what is causing this..
My UV's are now curved properly for this part, the UV's are all nicely straight when I checked using a checkered texture.
Maybe its just the angle you to the picture mixed with weird viewport shading, but your smoothing looks a bit wonky. Maybe you have an unwelded verts.
What you see in this image http://i.imgur.com/8c5eNTJ.png doesnt appear to be from non-relaxed uvs, it looks as though somethign is messed up with the triangulation.
What I would recommend doing is separating this piece out from the rest of the mesh, select everything in vertex mode and doing a weld. Then reset the xforms and collapse down to an edit poly. Add on a projection modifier and rebake just that piece. If it works, combine it in photoshop and then merge the meshes once you are done baking. Also, are you using a super sampler in your render settings when baking (out of Max)?
Yeah, I set up a projection and exported the cage, I set it up to the use the cage but it did not work. I also just tried it without a cage, and calculated the distance or something like that, that didn't work either.
I checked, there are no unwelded verts. I reset the xforms, rebaked, still messed up. I am baking in max, I am not sure if I am using a super sampler.
Would you like me to upload the file so you can take a look at it? That might be easier than posting on here.
I agree with your comment about the shading, when looking at it in max it seemed like there were faint lines going across some of the polygons. I used textools smooth by UV shells, so it shouldn't be wrong.
Sure, if you want to upload it I'll take a look at it. I'm actually rather interested in seeing whats going on since whats being showed on your uv layout is different than whats being displayed in the checkered material in the viewport. The newest version of Max I have is 2013 so if you have a newer version you'll have to do a legacy save as.
http://www.mediafire.com/download/ho0sqbiwsfl4k40/drillforupload.max
http://i.imgur.com/dLAgyVX.png
This is what it looks like when flipped (and correct)
http://i.imgur.com/iUEa0E4.png
And here is the baked result
http://i.imgur.com/B8HtaIQ.png
Judging by how the bake turned out, you may want to increase the size of the parts on the uvs as well as exaggerate the indents on the high poly piece to get a better bake. Is there also a reason when you included the back part of the drill bit on the uvs? From what I can tell in the sketchfab upload, its not ever going to be seen and ends up being a waste of geo and uv space (even if it is small those things can add up for larger assets).
Also, if your baking out of Max, definitely turn on supersampling, you get a cleaner bake (it does take a bit longer though)
http://i.imgur.com/R4RlLcI.png
From my experience, Hammersley at quality of 1.0 provides the best results.
Hope this helps ya out man, good luck
I will remove that back face and give the front piece a bit more room.
Now once I have done this I can finally get on to texturing
The front worked out decently this time aswell.
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I am going to texture it, I rendered a UV template but for some reason things seem really pixely, even at 2048.
I made sure I left plenty of room in the UV editor, but some of the lines touch eachother in the template, which makes it very difficult to texture.