this was the original geo to the handle. i have redone it since it didnt come out correctly. and still.. no luck. i imagine its more a problem with the high poly shape in than the low....
There is no profile on your lowpoly. Just like you have followed the shape at the base you have to follow the shape of the handle. For baking your lowpoly has to follow the form of the hipoly as closely as possible. You just have to scale down the edges in the x and y axis (if z is up) so the verts are the same distance from the hipoly base as the peaks of your hipoly.
i want to make sure its as game ready as possible. I imagine it from a first person perspective, so potentially within 2ft/50cm.
really would like to make a bit of a show piece out of it.. ill share the rest of the model to make sure people think im spending my time on the right geometry.
Have you tried the simple way first? i.e. bake it to a flat cylinder. Then evaluate what it needs from there. Better to try to the simplest, easiest approach first -- especially when you aren't exactly sure what you are doing.
im gonna decimate and retopo in zbrush because frig this.
and I have tried to bake from a simpler cylinder shape. with less twist to it... thats actually the normal you see is attempt 2. the first one was just as bad.. so
uhhh, actually maybe i misunderstood. ill see what happens if this next bake is unsuccessful with the zbrush retopo and try to focus on just the spiral itself and a primitive cylinder, just to get it right
Do you NEED this to follow the twist curvature? At what distance will this even be seen?
I'm in agreement with Brian here, you'd probably be fine just going ahead with a cylinder. Perhaps something like this if you'd like to have the undulations more pronounced.
Yeah that looks better. As a general thing cylinders are ok at about 6 sides, so since you are only showing half a cylinder you could bring the sides from 10 down to 3 around the circumference and keep the polys square on the way up. Like the others said tho it depends on how much of the haft will be seen as to how detailed you'd want it.
It looks like you have geometry on that low poly that you aren't using to vary the silhouette to match the high poly shape, it's just a cylinder, with loops you are doing nothing with.
I would just use the freeform tools in the ribbon, conform brush on the low poly to match the high poly. If you were to actually put the loops roughly where there would be doing the most work it might look something like this
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There is no profile on your lowpoly. Just like you have followed the shape at the base you have to follow the shape of the handle. For baking your lowpoly has to follow the form of the hipoly as closely as possible. You just have to scale down the edges in the x and y axis (if z is up) so the verts are the same distance from the hipoly base as the peaks of your hipoly.
really would like to make a bit of a show piece out of it.. ill share the rest of the model to make sure people think im spending my time on the right geometry.
and I have tried to bake from a simpler cylinder shape. with less twist to it... thats actually the normal you see is attempt 2. the first one was just as bad.. so
so this is the model after I took the hight into Zbrush and retopod it. Then I made a new low with a simple cylinder.
baked the normal map and my resulttt!
But for a sword grip a simple cylinder should also be enough. (or maybe just a twistet cylinder)