I am stuck at the point where i have finished a low poly and a high poly version of a model yet i dont know where to go from here. My knowledge is limited and even though researching on youtube has its perks i still dont know where to go or what to do. I assumed Baking would be the way to go so i went into maya and here i am still waiting for it to finish the process. I had given substance painter a shot with the baking process but the model turned out.... well, it was nice to look at, lets just say that. So i must be missing something, so i looked at UV mapping and perhaps that what i need to go to next. I really dont know so can someone give guidance and resources for me to look at and learn from please. It will be much appreciated
Cheers
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Describe what you did in maya baking vise, post some pictures too. Same for painter.
Currently your post is an inbetween between help I have no idea what I am doing and i got this error, help. And I have no idea which one suits you more.
I imagine a similar thought or two went throu other peoples head when looking at your post.
So all in all, provide alot more info for people to help you.
Make UVs
I got this what do i do now, took me bloody 6 hrs to get here with maya freezing and crashing. Have done this right??
You don't have to unwrap the high. That's only used to capture the surface/details at the baking stage.
Like this???
So i crammed it in best i could, probably could be better but i dont know what better or good. The baking is like it wants to work but does?
when i move the search envelope slider nothing happens either
here are both the high and low models as well maybe ive done something wrong here
This yielded a number of volume discrepancies between the two versions (your latest screenshot shows exactly this), causing those artefacts. Those are caused by the low-poly surfaces being too far from the high-poly ones.
Alas, given the differences in shapes, no cage could fix the issue.
If you want your final model to look exactly like the low-poly, your best bet is to duplicate your low-poly, then hit "3" (was it three?) for the subdiv preview and start adding edge loops as close as possible to all the sharp angles that you want to keep in place when turning it into the high-poly.
Just switch between normal and subdiv modes until all the angles are fixed.
Or, if your target shape actually is the high-poly, I'd suggest to cut off every low-poly's "pointy peak" that pokes out of the high-poly's surfaces.
NO need to follow every little curve of it, but avoid drastic differences the most you can.
I Will give it a go @jakemoyo otherwise ill just finish it as a concept piece instead of a game ready piece
Don't research/dive into a workflow that you don't know using something that you spent hours or days on - you are bound to get frustrated and end up exactly where you are right now - basically giving up.
Now of course what is done is done, and this sword is probably a good test asset now that you are at this stage. But consider this like a lesson to remember for the future.