Final images uploaded! Textured in Substance Painter, renders in Toolbag, using 2K texture sheets, ~6900 triangles.
Renders:
Breakdowns:
It was a fun challenge, I'm glad I got the time to complete it. The overall experience with handplane was good, it can certainly replace xNormal for me, especially after tweaking settings for the slower maps, like ao and curvature.
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Hey guys, this looks fun, I'll be making a well worn handplane, inspired mostly by a Stanley 4 1/2 with some slight modifications to add more interesting details. Key reference:
A bit of rust, lots of dust, worn wood, different and interesting materials. I'm curios how the baker will handle projection groups and the overall quality of Curvature and AO, for Substance Painter later.
High poly progress:
Replies
1. Dither output looks super useful, but I still prefer doing it in Photoshop, the pattern looks a little too obvious:
2. The path in destination appears after choosing the folder, but after saving it's empty (the maps still save in the folder I chose). It's also always missing when loading a project.
3. It'd be cool to auto load your last project, or have an open recent option.
4. When baking Vertex Color, unless all objects in the high res have Vertex Color applied, bake is cancelled for: "Failed to load mesh file [t1_high.fbx]. Missing required component(s) [color]". Xnormal bakes fine with the same mesh: high res parts that do not have Vertex color show up as white. Sometimes I don't apply vcols on all parts, as I only need a small mask selection, so it took me a bit to realize why it didn't work with handplane. I also think a pop-up message would be useful if baking is cancelled for whatever reason.
5. I always seem to get the low poly triangulation message, even though I export from 3dsmax only triangulated meshes.
6. The material ID bake looks interesting, but I have to export the high res meshes one by one (or in groups at least). It'd be cool to export 5 objects in a single OBJ and in the baker have the option to expand this highres file to the individual, named objects in it. (Projection group -> loaded files -> objects in each file). Then you'd be able to change the ID color both for the group, and for the objects in it.
EDIT:
7.I think the baker would benefit greatly from a variable blur filter like in Maya or Mightybake, as intersecting high poly parts leave visible jagged lines. It's especially noticeable with the curvature map, and the downsampling option doesnt appear to improve this map as it does the normal bake.
I tried to bake at higher res and rescale to get rid of the jagged curvature, but facets appear when baking higher res, and intensity is increased? Any ideas?
The high res mesh is from 3dsmax, and the normal map bakes fine, without facets, it just happens for the Curvature (with smooth normals on or off). I had already increased the radius to 8 for the 2k bake, since with default 4 I got facets. With the same settings of radius 8 at 4k or 8k, facets become once again visible, and it appears the contrast also increases. I can get good results by setting it to 16 at 4k, then resize down.
These are the maps I baked for texturing: normal, object space, AO, gradient and vertex color. Gradient map needs to be 16-bit non-dithered or else I get some artifacts inside Substance Painter.
Unfortunately I can't use the baked curvature because of the facets problems and Increasing the pixel sample radius has the side effect of losing a lot of details around the edges - I can't get nice edge wear. So for now in Painter I have a curvature derived from the normal map, with some Photoshop tweaks.
Also, a WIP of the texturing:
The results are good, and for the curvature map, subdividing the high res mesh as you said get rids of the facets and the bake is fast, but tinkering with settings I got good results with these settings too (it took a little longer, and with low sample radius there are still facets):
Another thing that would be nice: ray misses on AO could be black instead of white:
Also, your AO map is very very clean. Is that a ton of samples and a very long bake or are you processing the result in photoshop? I never sample AO that far since it takes a long time and on anything textured a little noise won't show.
One of our planned features is AA sample smoothing and automatic sampling based on a noise threshold. That should let people pick how much noise they are willing to live with and prevent sampling beyond that amount.