Hello,
I am in the process of learning hard surface modelling, I've read superfranky's document (
https://drive.google.com/file/d/0B02lElvs8BcvYllmQWpXUGxod3M/view) on the subject, but I'm still lost as to how I should proceed when modelling for baking,
I've seen on some class someone make a low poly, tesselate it and just bake with that as the high poly, to get clean normal
so I guess that's one of the way. I think if I understand correctly this is to remove slanted details and gradients.
But if I start by modelling the high poly, how do I make the low one, do I just removes edge loops manually? do I model something similar on top that ressembles the geometry?
And how much hard edges do I need to use? everytime I make 90+ degree angle? I know if I make a hard edge the uv seams should be on the same edge
Thank you for taking your time reading my questions
Replies
Check this guy:
https://www.youtube.com/watch?v=-rz5_CCWQz8
https://www.youtube.com/watch?v=BbZ7ip-eCcI
So the exemple of tesselating the low poly, I'm guessing it is just to remove slanted gradients?
And when do you use hard edges ?
so after watching these videos, I have just one question remaining
In the video he applies a chamfer and a turbosmooth modifier, and applies smoothing groups which allows to change the behaviour of the turbosmooth modifier. I am a blender user, and I can't find something to simulate a behaviour like this one. I tried a subdiv modifier with sharp edges but my circular shape (copied on his) still has obvious faces instead of being round. The only thing equal to it that I've found is a catmull clark subdiv with edge creasing, is this the only way to do it in blender? or can I have the subdiv modifier be based on my smoothing "groups"
edit : Thank you Brainchildpl I'm going to dive in those videos they seem really interesting
I just turbo chamfer at the end and I get all of those great rounded edges without any of the hassle. Then just delete the modifier and I've got my low poly. So simple, no fuss.
The script is super useful, and makes for a very smooth pipeline, I love it.
https://polycount.com/discussion/198219/maxscript-turbo-chamfer
I usually set the bevel weight on my hard edges and have the bevel modifier affect only the weighted edges.
To be more precise I'm currently making a little sci fi console with some big levers and small buttons, and that's where the problem reside, I can either make the lever beveled enough but the buttons won't be or vice versa
I've tried baking with all shading smooth, the normal map simple wouldn't get any bevel detail, the closest result I got is with autosmooth at 45-60°
I've straightened my uvs with textools, it didn't help too much
but it stills looks like this
This screen is with a 4K 16 samples bake
what am I doing wrong?
https://polycount.com/discussion/107196/youre-making-me-hard-making-sense-of-hard-edges-uvs-normal-maps-and-vertex-counts/p1
edit : So I tried making the top edges sharp + uv them separatly, and it worked, I tried removing the sharp edges, and it worked too, from my testing the source of the problem is where edges connect in the UV but that's what worked, I don't think it's smart to unwrap every single face separately, especially with a shape as simple as a square, what do I need to do?
Do I need to mark sharp above 45°, 90°? only in some specific cases? and at what degree should the autosmooth be?
Does that mean that any cube's faces needs to be sharp + uv'd separately from the other faces if so, that means there needs to be wayyyy more uv islands (6 for a cube for exemple)?
I have read multiple time this forum post, and I still don't understand clearly where to use hard edges
PS : Really sorry if I have too many questions that might be basic, I am self taught and I know litterally 0 person who works in a field even slightly related to 3d, videogame, or whatever, these kinds of forum are the only way I have to solve issues I can't solve myself or find by googling
But I think i'm understanding better,
Just to make sure one last question : what would you do to bake with a bevel shader (even if it's a simple cube) out of the two method you've described, would you split each face, and make them hard? or the other method? I'm guessing the 2nd is more game friendly if there's no bevel applied to the edges, and is probably what pros use for really small object, like the button on my console?