I have neglected posting my progress on here for quite some time.
The first asset on here is a Storage/Treasure Chest. I have only modeled the High Res so far. Please feel free to critique and share your knowledge any way you see fit.
Workflow/Steps
1. Model High Res (Done)
2. Retopologize the High Res to create the Low Res
3. UV Unwrap the Low Res
4. Explode the HP and LP meshes prior to Baking the Normal and AO Maps in Xnormal
5. Import the UV Layout from Blender into Photoshop and begin the texturing phase
6. Import to Marmoset Toolbag 2
Software - Blender 2.77a/Photoshop CS3/Marmoset Toolbag 2
Replies
I'm not very good at retopology and that is one of things that has made me avoid modeling complicated models along with baking artifacts. I hope this one turns out good in the end.
Steps to do -
1. Apply Smoothing Groups
2. Apply UV Seams
3. Explode the LP and HP models in preparation for "baking"
4. Bake the Normal and AO Maps in Xnormal
5. Begin texturing phase in Photoshop
6. Import into Marmoset Toolbag 2
Just keep going and finish this asap. Get your learnings from it.
If you have any problems and need advice. Make sure you PM me in case I don't respond here (busy live, bla, bla)
I believe it took me a full year of playing around to understand all the pitfalls of this process. So don't worry to much. Just keep creating and learn
Enjoy!
Once I have a satisfying bake. I'll begin the texturing phase. I plan to include ornamental engravings on the metal straps and perhaps the wood or leather surface depending on what I settle for unless I decide to do both leather and wooden planks.
The column shaft is separated from the top and bottom I'm not sure if I should combine them as one mesh and just make different variations from there.
Modeled in Blender 2.77a. Baked in Xnormal, Textured in Photoshop CS3 and rendered in Marmoset Toolbag 2.
Also general piece of advice: Space out your UVs a little bit more and use a lot more padding in your bakes. Again, won't solve this problem but will avoid future ones.
I've rebaked the model (without editing the UV unwrap for now)
Without edgesplit and just using autosmooth and mark sharp I'm getting weird gradients on my normal map.
Could be something wrong with the way you tried to set up mark sharp/autosmooth. Maybe you didn't mark the edges as sharp, maybe autosmooth wasn't checked when you exported.
Could be a problem with the export, maybe vertex normals is unchecked in whatever you're exporting to.
Could be a problem with how you're baking it, maybe your baker is being instructed to ignore the meshes vertex normals (not likely)
Can you upload the low poly obj?
Edit: From your top screenshot it doesn't look like you have auto smooth checked
SOFTWARE: Blender 2.77a, Xnormal, Photoshop CS3 & Marmoset Toolbag 2
Btw: It's cool to see other people also uses Blender to make game models