Hey guys, first post here as the discords I am in are mainly weapon related, and as ive found these things are very very different issues.
I am in the process of making a bunch of buildings. To preface this, I know modular components are very versatile and many of the more basic buildings in the project are comprised of modular components with some trims to dress them up, but im talking about very unique buildings. I have made many large warhouses, factories, all with full interior spaces etc and I have what id say a big misunderstanding on the next part.
Firstly, if it matters, I have modelled them to be very efficient triangle wise due to their size, I havent wasted triangles bevelling every single edge unless it is actually a large bevel in real life or in reference images, so for example the corner of a building is a sharp 90 degree edge, even though bricks may have a slight worn curve irl.
The issue comes with texturing. In order to get great texture resolution and allow techniques such as POM to shine, and make concrete/bricks look extremely realistic and high resolution, I have to make the UV islands much bigger than the 0-1 space allows. The side effect to this is that I cant bake a normal map and despite the resolution being fantastic, things look sharp and ugly at times. I feel like as beautiful as texture resolution is, sharp edges are equally ugly, and vica versa.
The other issue for this comes with objects like window frames. They take a ton of triangles for a whole building, but putting a sort of chipped wood texture on them requires them to be scaled up to really show the detail in the paint and wood, but as a result they dont have normal maps again and it makes them appear really previous gen and ugly.
I really dont know what to do. I feel like I cant chamfer every single edge and I cant make them fit in the 0-1 UV space and bake for them. Is there a solution?
I can post pictures of the buildings etc if needs be.
Thank you very very much for reading and I massively appreciate any support!
Cheers guys!
Replies
Materials first, then model to them.
You tiling textures should have normal maps to go with them. So for example, your brick texture will have a normal map to suit, so will your chipped painted wood texture. I don't think anyone bakes a normal map for a COMPLETE building.
As for what Quack was talking about, yes he means edge decals. Check out this post by Leonardo Iezzi https://leonano.artstation.com/projects/l3wwa
For all of the items you listed hambo I absolutely would not recommend baking and just use faceweighted/custom normals and bevels and tiling materials.
Hero props, hero characters, hero guns, hero anything of course can get a pixel perfect high low bake if you want, but your average video game player isn't going to notice it.
Face weighted normals (FWN) are a great and fast way to achieve that high poly look without wasting time going through the whole high/low/bake process. It's also called 'medium poly' modelling I believe.
If you haven't come across it yet, check out this post by one of the artists from Star Citizen. It's an invaluable resource.
https://www.reddit.com/r/starcitizen/comments/3ogi3o/im_an_tech_artist_in_the_industry_and_id_love_to/