Hi, I'm currently making a M60 in 3DS Max and I'm having problem when baking normal map in Substance Painter. Here's some pictures of the scope.
HP
LP
Here's the high poly baked to the low poly in Substance Painter.
I was looking others topics and they were saying to straiten the UVs
Also, there's smoothing groups applied
I tried to change de "Dilatation Width", "Max Frontal and Rear Distance"
I hope someone can help me !
Replies
You should split the uv map everytime you split smoothing groups, i.e. you have a hard edge. (The opposite isn't true). So for this case I'd say split the uv map at >=90º degree angles and have a hard edge there (better avoid extreme gradients on the normal maap). Small bevels with less than 90º angle keep them in the same smoothing group and continuous on the uv map.
But I feels like that it worked for a part, but it did worst for the rest.
These very thin strips of polygons are going to take up sub-pixel areas on your texture map, which means even if you figure out the best bake settings, it will never quite work. If you had this in game, and the user used a lower texture quality setting, the texture would turn to mush.
In any case, even if this was for a film, your topogoly is bad as well. Again you have a lot of detail for the little inset loops but very little detail for the main shape, so it wouldn't hold up well for film use.
Basically, use the high res model .
HP
LP
My HP is based on the LP with support edges. What's the best piepeline ? Should I remake another LP ?
- Model the High Poly "without any polygon limits" ( of course, don't add details that won't be seen by the camera and don't subdivide the geometry too much if it's not needed )
- In films they don't use normal maps, they use displacement maps to add tiny details like veins or pores in an organic mesh for example for saving on geometry
- After you did the High Poly do the UVs mapping to the High Poly for texturing or you can use a bunch of procedural 3D textures or Ptex if you don't want to map the UVs. You can also use UDIMs if you are doing UV mapping and you need a lot of texture density.
- Texture it in a software like Mari or Substance
- Export the textures in your rendering software ( Vray, RenderMan, Redshift...)
- Setup all the shaders and textures
- Render
The Low Poly version is only used for assets that need to be rigged and animated so the animators can works in real time without waiting 5 hours for a single frame to render, but you shouldn't care about it IMO.
If you are interested in pre rendered stuff i advise you to check out some Gnomon course like the ones of Seth Thompson or Devon Fay, they are both Environment Artist for cinematic and films and they will give you an insight of all the process from 0 to 100.
Also when you model something keep the level of details equals throughout the mesh, ex. if you are making a rifle don't make the barrel super detailed and the scope low poly/with simple geometry, the quality must be consistent throughout the mesh.