Hi.
I've been working on modeling a Type 59 for my portfolio. It's the most detailed model I've worked on up to this point in my education. I think the model came out pretty nice but I'm struggling with the UV's because it has so many pieces. Any feedback would be very helpful.
I've been using the World of Tanks HD models as inspiration for this project. I believe they use a separate texture piece for the Hull, guns, turrets and wheels as well as the texture page for the tracks. I don't know if that would be a bit excessive for my model though since it only has one turret and gun. But would a texture page for the turret and gun and another for the hull and suspension work? So far,
I've tried fitting it all on one texture page and even using a 4096, the normal map I baked looked terrible. Thanks in advance for the help!
Replies
The problem may not be just more res
Looking forward to see where this goes.
@Razz exploded scene? I assume that's separating the mesh into multiple smaller pieces then baking those pieces? I was thinking of doing that, but (not sure if this is an error or not) xnormal leaves huge buckets outside the parts that it bakes. Meaning when I compile the maps, I then have to clean up the buckets. I think I will try it and just clean up the buckets then. Edit: Just looked up exploded scene and understand what you mean. I will definitely do that. Thanks.
@CoreSplendor Thanks, i'll try that.
I would have replied a little sooner had polycount on mobile had the post reply button. lol.
The other UV pages will be for the turret and the suspension with all the hull detail.
Keeping that in mind if you are test baking to 4k and the details aren't coming through, optimising the UV layout to give you 4 times the coverage would give you the same result you're currently seeing in a 4K.
Actually it's a good way to test if layout is actually a problem bump up the the res and see if anything changes.
If not start thinking about the baking angles, beveling corners, exploding the mesh, trying a different bake software, raising the polycount of the low, creating a custom envelope etc
If it's just screws and stuff that aren't getting the res you want, rather than bump up the whole thing, bake one or two of them with a lot of UV space on their own and duplicate them around, So they're baked once on the normal map, but you can still get the AO of floating meshes that aren't part of the current mesh to add to your colour maps.