Final Submission:
Beauty Shot 1
Beauty Shot 2
model
Sketchfab
Wireframe
Highpoly
Breakdown
Maps
I had a blast working on this, and getting my hands dirty with the handplane baker for the first time. And i have to say, i really really like this program.
Conclusion
+ Projection Groups (Baking without exploding your model first)
+ Cage that does not have to mach the vertex count!
+ Material Presets for each HighPoly Piece
- No possibility to use less or more than 3 Map Channels in the Material PSD
+ AO for Floater!
+ Up to 16x16k Bake Resolution
+ Tangent Spaces for every major Application
- No Checkbox to bake Geometry and Surface Normals at the same Time
+ All Texters that you would need
+ Clear instruction, what Parameter to change to get a certain result.
- No Option that puts every Map into a PSD File (Like Material PSD but with ever baked map)
- No Time Estimation
- No "preview" while rendering the map (To see if the AO for example is any good while rendering)
- No Cage creation inside Handplane
- Not every Map gets described on the Help Page. (ex. Cavity Map.)
Overall i have to say i really really like this Program and i see myself using it as my primary Baking application
Replies
https://www.youtube.com/user/arduinoversusevil
Thank you very much
Update from today:
c&c is very welcome
right now im trying to figure out, if i should cut the bolts as well in half.
as always c&c is very welcome
thanks for the feedback! so you guys like the 1st one better?
Thank you guys very much, i will keep them in like that
so i baked everthing at once, but instead of exploding the object beforehand, i created groups that don't touch each other
and here is a collage of all my bakes:
Some bakes worked great and as aspected:
TG Normal
OS Normal
Volumetric Gradient
AO
Material PSD
And other Maps did not work as i expected them to work
The Cavity for example did not work. What i wanted was a grey map with black and white highlights that indicate the concavity and the convexity of the Object.
Maybe it is an error or a bug, but as far as i am concerned the whole model should not be whit but gray.
The Curvature as well gave me some wired results with some kind of stepping:
Next step will be baking all those maps in a higher resolution, and then i will start texturing
as always c&c is very welcome, and maybe someone has a solution for the curvature and cavity.
- cheers
i baked the curvature with a max curvature of 1000 and it looks just fine
i really like that baker!
c&c is very welcome!
Final Submission is in the Top Post