Final Edit x2: Just updated the renders from some feedback I got!
Final Edit: Overall I had a blast doing this project. The Handplane baker is incredibly powerful and flexible. The baking speed was insane compared to other mesh bakers I've used. My main criticism is lack of documentation and the curvature bake output was incredibly difficult to get right; it seemed as if it was ignoring the smoothing of the high poly mesh. Once those issues are fixed I anticipate Handplane being my go-to baking software! I modeled in 3dsmax; textured in Substance Painter; and rendered in Marmoset Toolbag 3. The wood floor was a Substance Material from Substance Source and then tweaked to suit the scene. The final beauty renders are using 4k textures but the texture is built to be downscaled to 2k.
Working on the high poly first, the screw might be a bit too big, I also started working with a script that helps with high-poly mesh generation so a lot of thi swas R&D
WIP #2. More high poly work. Brought in a wood texture from Substance Source for previewing purposes and to ground the asset better. Still not quite happy with the handle and doorknob shapes, I'll have to tweak them more later. Happy with how it's coming out so far though!
Finished the low poly and sent off a test bake, I'm getting lots of weird projection errors. @AlecMoody think I could get some assistance with this? My tangent space output is set to 3dsMax and my Marmoset is rendering using the 3dsmax tangent space setting.
Final Normal Map Bakes. There are a few small issues here and there but I was able to fix all the main outlying issues. Some fixes didn't make any sense at all to me but the result came out quite nice. Onto the other bakes!
AO is coming out nice, just have to get the correct bake setings, although I'm having an issue with the Curvature baker coming out super subdivided. If I increase the max curvature to really high numbers, I end up blowing out any contrast where I want it in other places. I also tried messing with the Pixel radius but that doesn't seem to help either.
@AlecMoody. I'm getting these artifacts in my AO, I think I'm just going to blur them out since the AO doesn't need super defined shapes, but it looks as if the high poly normals are messed up the same as my curvature map is coming out.
I'm loving the texture work.The blade metal may have gone too purple? The over-all feels right and I think you can safely put this in your portfolio and feel really good about it.
Latest WIP's I moved to Unreal 4 and the renders I got were a bit punchier and more realistic. @Tamarin: I adjusted the Rust to be less purple but let me know what you think! The critique was super helpful
Just a heads up, the bottom and sides of the plane ought to be bare metal. The "japanning" (black enamel paint) is applied to the whole thing, and then machined off of the bottom and sides, where flatness and smoothness is important. Individual woodworkers also fairly regularly sand the bottom and sides to double-check for flatness.
Posting from mobile, so I hope this image isn't huge. It's a cleaner plane that shows that the sides and bottom are bare. The bottom is the same as the sides appear in this photo.
Ah so the whole interior is Cast Iron, then the entirity of the sides and bottom are steel, gotcha! Thanks for the feedback, I'll apply that to mine then.
I believe these are my final renders! Breakdowns + Updated first post to come. Let me know if anything jumps out as needing improvement, there's always some time for last minute tweaks! I had a blast making this piece.
Replies
Working on the high poly first, the screw might be a bit too big, I also started working with a script that helps with high-poly mesh generation so a lot of thi swas R&D
Posting from mobile, so I hope this image isn't huge. It's a cleaner plane that shows that the sides and bottom are bare. The bottom is the same as the sides appear in this photo.
Here are my flats + baked maps + wireframe.