Hi guys,
I'm kinda new here (lurking for a bit, thank you for a lot of useful information).
I'm modeling a toaster for a kitchen scene, and I'm stuck in the retopology phase. I used the modeling toolkit of Maya to create the low poly mesh. The final result wasn't perfect, and my mentor said that there were non-planar surfaces that were screwing the normal map.
Using clean up I noted that about 80% was non planar so he asked me to make it again.
I'm trying to figuring out the best way to retopology an hard surface in Maya, without using 3D Coat/Topogun or other software for now.
Scaling a quad on the z-axis to 0% make the quad planar, but the near quads are affected so they become non-planar. So...should I bother to make them all planar? How will this affect the normal map?
Base Retopo (orange faces are non planar)
Thank you for your help!
Replies
most of the time its faster to remodel the shape... clicking with a retopo tool onto the surface leads often to to even meshes... you loose a lot of the hard edged stuff...
it depends on the model but what i see from the picture above i would remodel it by hand...
recreating a low poly shape from scratch and make it stick near the hi poly wouldn't create the same mistakes? Maybe a little less but...
as a rule I found "less polys you got, the less planar they are." on another thread. So where can I accept non planar in my low poly?
All your normal map baking tool cares about are triangles. You should be triangulating the model before baking, to prevent auto-triangulation differences between the baking software and your final display software.
I'm going to look a bit about triangulating before baking, every tutorial I watched about baking didn't say anything about triangulate the meshes...
edit: here was the problem with non planar face when imported in Unity
http://monosnap.com/file/iI2Fc2YaR7JATmgSwIwc1iamHCM0QC
http://wiki.polycount.com/wiki/Polygon_Count#Polygons_Vs._Triangles
http://wiki.polycount.com/wiki/Texture_Baking#Triangulation
The other reason to triangulate is to avoid errors between baking a normal map and displaying the normal map on your model. If the internal edges are different, the shading will be messed up.
I think it's dumb luck really, that the baker happens to triangulate the same way the app might so things just happen to line up.
Yep.
Having no control over convex/concave faces or destructive triangulation is in general just shitty for any game productions.
Since when? Interior edges are locked for me until I change them. If thats one of the additions of newer versions it is absolutely horrible and removes the sense in the turn edge option
If I have to clean that piece, I'd select edge myself and do delete edge loop. Looks easier that way since your original topology wasn't all that bad to begin with.
I will test again but i would swear the edges stay the same after they are created, no matter what you do to the polygon
Make a plane with no subdivisions, convert it to Editable Poly, and move the opposite corners up a bit. Switch the viewport to Facets. Move one of the corners so it overlaps the interior edge, and the edge flips.
I don't think this happens if you're making subtle changes though, so that's good at least.
Max 2015.
interesting, i guess i always triangulate such extremes by habit, i tried a lot with noises and all and couldn't reproduce that edge flipping but i never went that extreme, it's a behaviour i only knew from maya as it can happen with the slightest changes