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Baking Problem - Hand Painted weapon- Challenge

samikx
polycounter lvl 2
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samikx polycounter lvl 2
Hello guys , im about to Cry right now, im studying 3D and I have  to make a class work , which is also a personal challenge .Im trying to make my first weapon (prop in general).It is a Rinno Weapon, like a shaman cane. 




(they have same Scale , just perspective when taking the screenshot) marmosetToolbar3.


What I retopo´d and also mapped  , The idea is that I want to give it a hand painted style with 3D coat , but first I need to BAAAAKEE the normal  maps from the High model from ZBrush. 
 The main problem here  I´m not able to make the  a good bake of the normal map. I tried with xNormals ,with al different options, "rayDistance Tool" averageNormals, Making  a custom CAGE, and  also trying to adjust cages from MarmosetToolbag3.


Finally I got to the conclusion that maybe the UVS  had some overlap ( that I intentionally has set ) with those pieces that had the same UVS like the same  sides of my RInnos Head, for example that i placed one above another to save Uvs Space ....

So I changed all my Uvs distribution and now it has no overlap and no no Flipped UVS. 




I tried to bake it right back and still is bad mapped.

Rino_Base_Tangent_normals.bmp
Rino_Base_Object_normals.bmp
this is the best i got _:C


Pls boys I´m kind of sad cause I`ve dedicated so much effort on this work and i can´t go to the next and beautifull step wich is HAND PAINTED: I´m knew in this, so Im so lost in what i did bad so that it doesnt Work. I´ll be pleased if someone can help me out. :smile: 
Thank U ^^

Replies

  • arnov
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    arnov polycounter lvl 6
    Try resetting your normals on high poly and low poly.
  • Kanni3d
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    Kanni3d ngon master
    There's quite a few things you can do here (this may be hard to word without having physically the .fbx files infront of me to look around it some more):

    Your uv pack has a LOT of unused space. You can force straighten some shells, like the cloth ribbon-like uv's. It'll have a bit of distortion, but that's totally fine when you've got nice straight UV's that will help the pack have a much better result. 

    You could also select some parts to be symmetrical, to save UV space.

    Once you've got a good pack, you need to split the overlapping parts (staff, rhino head, ribbon) physically away from eachother. You can do that by 'exploding' which is an older method. More simply, you could just use Match by ID, or Match by Name to make sure there's no bleeding into eachother from bakes.

    Hope this helps! If you like, feel free to PM me the .fbx files for me to take a look and help you out some more :)
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