Hi Polycount 3D modelling experts, I am working on some props which require a normal map to go with diffuse textures. They don't need to exhibit much detail though, and are mostly just there to help bake a better diffuse texture and to make the final model look somewhat smoother. What I am looking for is a very easy, fast and cheap way to subdivide low-poly models, while retaining the general shape, edges or curvature, and minimizing artifacts when baking said normal maps. Optimally this would be a process that is very duplicatable or systemized that I can repeat for future prop models. These prop models would have several different kinds, each one having minor variations and differences in the overall geometry.
Here is an example of the first prop model I made. I had to insert edge loops around the edges and toggle smooth mode on/off in Maya before smoothing/subdividing them. Even after I got the "hi-poly version" done and used it to bake normal maps, there were still artifacts on the normal map and I needed to clean some areas up in Photoshop or 3D-Coat.
Any advice? Thanks
Replies
Anyway your model is basically symmetrical which optimises the texturing phase nicely and in addition for re-usability, look into kit-bashing if you're thinking about differing variants the object may assume with future iterations in mind.
ADDENDUM:
Ben Bolton's Pro-Boolean workflow is an insightful demonstration that enables both an effective and efficient workflow generating HS assets.
https://polycount.com/discussion/168610/proboolean-dynamesh-hardsurface-workflow-tutorial/p1
Dismissing subdivs is very silly though. Sensible people play each method to its strengths
"If somebody says, "such and such is not a good idea," do the opposite. Do whatever they are saying not to do. I don't care who they are.
Hmm...kind of a curious comment there, I may be mistaken but seems like on the face of it anyway, your train of tbought advocates "Throwing The Baby Out With The Bath Water" whereby informed advice is dismissed out of hand and as a consequence leaving no alternative but for the OP too go it alone from scratch?! or am I indeed wrong?
Alternatively you can look into baking round edge shaders.