Having neglected PBR for some time, i finally want to have some practice with it. And the same time I want to get more experienced with highpoly/lowpoly modelling + normal map baking so I thought making some small props could help me with this. For now, i'm fond of making retro/vintage kitchen apparal but maybe i will also try other kind of objects after.
Currently I'm making a milk mixer like this one:
https://img1.etsystatic.com/020/1/7257552/il_570xN.487027895_35r0.jpg
I have already made the highpoly, will make the lowpoly now. If anyone already has tips for improvement, feel free to share
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Replies
Nice start, the highPoly looks great. But your lowPoly doesnt quite match the highPoly, especially at the bottom. You can and should use more polygons to really match the highPoly's shape. With this your bake will look much better. Also think about exploding your scene for baking, it will definately help.
Keep it up
I made the lowpoly version and did the normal map bake. I did not explode the model, i separated the elements with material IDs and baked with 'hit only matching material ID' like explained in the briefcase tutorial on 3dMotive. In the end I got it without too much errors although I dont like that the details are quite subtle. I think I should exagerate the shapes more in the highpoly but i will do that for the next prop. For now, ill bake AO and study PBR a bit.
For the specular workflow your albedo will be black on metals and the color comes from the specular map. If you use the metalness workflow your metal color is defined in the albedo and therefor should be white .
In the meanwhile I tried out marmoset and it makes the model look quite cool too. The textures are still very simple and there is no roughness map atm but I quite like the reflections although that is more a Marmoset thing then it is my model
Its a portfolio piece so the silhouette should not show harsh polygonal edges. That is my reasoning. To me it truly detracts from the piece, now if it was a prop piece sitting on a counter in game I doubt a player would honestly spend very long glancing at the object. Low res would make sense in this instance then. Again its a portfolio piece, so the end viewer will judge you on that object and spend a much longer time on it than a player would. Up to you.
Agree. If it's just one object in a scene then it doesn't matter so much but if it is going to be shown on its own then you might want to consider adding some more geometry. It's a great start though
I guess I now used the specular method of PBR, which means its ok to have gray parts on the specular/reflective map, no?
Thanks for the critique's!
Also, did I maybe use too much polygons this time or is it ok for a portfolio piece?
Next up, unwrapping and baking
I do have a question about the color ID baking. For baking, I use the 'hit Only Matching Material ID' option to prevent unwanted baking between elements but how can this work when you want to use Material ID's for a color map? As far as I figured it out, I must render the color map without the matching material ID option and clean up the color map afterwards in Photoshop. Is this correct?
Will do more testing in DDO now.
I just have a single question.
Did you add your Occlusion in your Albedo ?
-You put your AO into your albedo which is not needed. AO only goes in as a separate texture which is used as an indirect diffuse and specular light mask.
-Reflectivity map could use a touch of color. Metals always look better with color, even if the metals like chrome or silver have a touch of blue to them. Also bringing in a tiny hint of that green paint from the body in the reflectivity map would make the color pop more.
-More detail and breakup in your roughness map. This map is what makes materials look really good in a PBR shader, and is the one you should spend a lot of time on.
Hope that helps.
Yes, I added AO to my diffuse/albedo which I shouldn't have done. Will not do it for future props Also thanks for the tips about roughness and reflectivity, I'll use it on my future props as I think the mixer is a bit too simple to use as a portfolio piece and I don't like it so much anymore.
Can anyone answer the question in my last post about generating colormask maps? I'm using workable colormask maps now but I feel the workflow can be a lot cleaner.
In the meantime, I played a bit more with DDO to make a variation.
Currently I'm working on a Lanard X8 which is a Nerf gun which people turn into very cool looking guns by modding them.
I finished the highpoly and I'm now working on the lowpoly version. I think the highpoly turned out quite alright although there are some things I'm not happy about. Some parts don't have good smoothing/topology, although the errors are minor. A big thing however is that its not functional, the barrel cannot slide out as there is no mechanism. I didn't think about this until the end and i don't feel like modeling in a whole mechanism right now so i will leave it as is :P
I have a question about the lowpoly, which parts are best to model/weld as one element and which i better keep separate? I think the small box details on top of the barrel i can leave separate, but the shapes at the end of the barrel i feel i should merge. What do you think?
I would definitely keep them separated. You not only save triangles, you might also get cleaner bakes by exploding it
I played a bit more with the DDO materials, and I feel I have a decent natural skin now. Will still need to tweak some materials and I also plan to make a few different skins with different materials just like people do in real life with this Nerf gun.
In my research, I found there are some variations in Colt Peacemakers depending on which year they were built. In the end, I just combined parts of the various versions just as I saw fit. Still if there are gun experts here who can point me one mistakes, please do.
Also, the highpoly has some spots with ugly topology but hopefully that will not be very visible in the end on the bakes maps.
I will make lowpoly and bakes now.