Hello PolyCount, I'd like to show you this character I did for Cubebrush's ArtWar Challenge on the Sci Fi Category. This was my first time doing an optimized game character, I had some errors and artifacts but I'm pretty happy with the outcome. I'd love some C&C from you so I can fix those errors in future projects.
I had a problem baking the normal maps with Substance Painter, when I had the model in low poly I softened the edges and left some hard to enhance the model's shapes and hard edges, nevertheless when I baked the normal map there in Substance the seams of the UV map got really sharp and the light bounced quite odd, the seam was really evident. Then I used xNormal and did a bit of Photoshop magic placing the xNormal bake on top of the original one and masking some parts. Some people recommended me using TB3 integrated baking system but I'd like to know what do you have to say.
Still lots to learn, thanks for your attention and have a great day. Cheers from Costa Rica!
Technical Stuff:
Model: 16k Tris (without the cylinder base) Textures: 2048x2048 Albedo - Normal - AO - Roughness - Metalness Software used: -Zbrush -Maya -xNormal -Substance Painter -TopoGun -3D Coat -Photoshop -Marmoset TB3
Pretty fun proportions and makes an interesting silhouette - seems like the normals aren't on for the jacket. I'd recommend breaking out the head to it's own material - then re-addressing your baking problems with better uv space.
Thanks my mand I'll take it in count for future characters
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