Here is the current high poly model. I will move it into 3D Coat to add some detail. The current rendering is a matcap with some screen space AO inside Blenders editor window.
I'll send it over. There are just a few small errors in the bake that I know are just a result of my own ignorance. I like the ability to group objects. Do you think it would be possible to bring in a single fbx with multiple submeshes and use those to set up the groups? I enjoy that in marmoset. 2813 triangles. 1024x1024 texture. Rendered in Blender editor.
Do you think it would be possible to bring in a single fbx with multiple submeshes and use those to set up the groups?
Also recommended this too when I was using the baker. I think your issue is ray-distance related, but also maybe it could be these ngons causing the rays/cage to blow out oddly?
Thanks for the help. It was a scale issue. I increased the model scale and the bake came out much better. I am now on the next step, which is trying to get the tangent space matched properly in marmoset. I can see that the object space is fine but need to figure out the combination to get tangent space looking correct. First image is object, second is tangent.
Looking good! I would increase the segments on the handle though. Its looking a bit low in comparison to the other parts, especially considering how big the part is.
Okay. I added some more geometry in a few places. I don't have Photoshop but was able to extract the color channels related to material type from the psd. I would be happy to export a single rgb image with the material color to use as a mask. 2921 triangles, 1024x1024 textures https://skfb.ly/Y8RB
I only have toolbag 2 but this is what the unity map looks like when set to unity space in marmoset:
The errors you see there are triangles flipping direction. If you force triangulate before you bake they won't be able to change direction and cause problems.
Looking at the images you posted there are more issues than just triangle flipping. I
Nailed down most of the normal map issues now. I have found that the "Unreal 4" setting works well on Sketchfab. All of the normal issues were a result of bad geometry model
I really enjoyed this contest. I don't have much to say about Handplane Baker except that I hardly noticed it. I think the low level of frustration as a first time user is a sign that it is well designed. Will I use it again? Absolutely. Being able to effortlessly move between non standard tangent spaces is a huge advantage. I have not been working with normal maps (or nice shaders) for the last 3 years. It feels like crawling out from under a rock and discovering that PBR is a thing now. I spent most of my time solving mesh errors and trying to figure out what "metal" and "gloss" means. If you are coming from Blender then remember to scale up your mesh (I think there is a decimal size difference) and only export through fbx. I don't know what the issue is with obj exporter but just go with what works. Final mesh was 2981 triangles and I went with 1024x1024 maps (this feels extravagant).
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From the images it looks like a ray distance issue.
2813 triangles. 1024x1024 texture. Rendered in Blender editor.
2921 triangles, 1024x1024 textures
https://skfb.ly/Y8RB
The errors you see there are triangles flipping direction. If you force triangulate before you bake they won't be able to change direction and cause problems.
Looking at the images you posted there are more issues than just triangle flipping. I
model
Final mesh was 2981 triangles and I went with 1024x1024 maps (this feels extravagant).