Hi,
I have been working on hard surface modelling for a while, I
believe I have summarised a quick guideline on how to prepare low poly model for baking good textures.
I am going to be very brave and share them here, so in case I made some wrong assumptions, people can correct me.
----
(1) Ultimately you want your low poly model to be
as close as possible to your high poly bake model, in terms of
shape (object silhouette) and
shading (normal directions). That's really the only way to guarantee a good bake.
(2) You mainly have 2 tools: adding
support edges or adding
hard edges. Both are going to increase your actual vertex count in games.
(3) Since
everything you do is in service of (1), there is no correct answer, only judgement calls.
(4) Judgement calls including:
how low poly do you need to be (poly-count budget)?
how much texture space do you have (given a texel density)?
(5.1) Going
hard edges: you add less complexity to your low poly mesh, but the cost is split UV shells at hard edge and extra texture padding between shells.
(5.2) Going
support edges: you add more complexity to your low poly mesh.
(6) Both methods can give you the right baking result.(7) There are no free lunch, but luckily
all you need is to satisfy (1), so you can try different topology and see if it satisfy your expectation.
----
I think that's about it after
reading these 3 guides from EQ and experimenting them myself.
Replies
Which approach will you need to use always depends on the asset, style and the specs you are aiming and some another factors. Lots of company would want you to just use hard edges. Some of them will allow you to use whatever as long as it looks as they want. Some companies will ask you to do something more specific like the chamfer technique with the normals (rare though)
But:
- Things got weird if you only chamfer some of the edges? For FWN to work I end up having to add support edges to "protect" non-chamfered edges.
- How to properly handle intersection where more than 3 edges intersect? See image below, seems like an inevitable trade-offs.
There is no point of adding support loops when you use fwvn because you already do chamfers that is lower poly than supportloops. So then you can just chamfer all the edges that you want smooth. Also, Usually fwvn meshes are not entirely baked, since there is no need, you already have soft edges(you CAN still bake if you want or need to).
Anyways, this is just one of the many techniques and approaches and the actual usage can also depend. If you do smoothing group approach and you see your bake is a bit off here and there because of bad lowpoly shading, you can adjust only those normals to fix your bake. Using a method that entirely relies on fwvn is only a good idea if you are making something that is good for it, or if want to use the technique specifically for some reason - art test / fan art for something specific. - Cars in simulator / racing games, spaceships , etc.
Also, synced tangent basis baking can eliminate or reduce the uv splits/padding, only require a single smoothing group, reduce amount of uv shells, and in a lot of cases be forgiving of gradients.