Hi everyone,
so i modeled the Walther P38.
In my mind, i wanted to use substance painter to add the normal detail to the grip, so i did.
I loaded this picture into Photoshop and created a b/w mask. As i used this image for modeling, it fit just fine when aplied in SP.
The issue i had, was the normal detail created in Painter using masks isn't always that great compared to actual highpoly baked normals.
Also it helps with edge detection in painter when baked into the normal map. I know there is a way to detect edges (for edge wear etc) within painter, for unbaked normal information but it's a cheesy workaround and does not yield perfect results imo.
Anyways.
I am now looking into actually modeling these 'lines indents' into the highpoly so i will bake into the normal map.
But here is the issue.
I could model these my hand (using maya) but that takes a ton of time just to cleanup all the resulting shading issues.
It's a curved surface, these lines extend more or less all the way to the grip on the other side.
I tried sculpting, tho my limited zbrush knowledge didn't help, as i use zbrush mainly to devide and polish hard surfaces.
Yes, i can sculpt straight lines, tho once i have to turn the camera, all the straightness is gone.
I've tried using curve brushes but really, they aren't great, or at least i dont know how to use them properly.
I tried using the b/w mask in zbrush to kind of stamp in the height information but that didn't really work out.
i mean, there has to be a better way than actually modeling all these lines by hand in maya/max right?
Just can't get my head around it.
btw, yes i know there is a small discrepancy between the grip in the picture and the model, it's by choice tho.
Yes, i could just go the the mask/SP approach and for actual game dev with a deadline i'd maybe go that way, as it's fast and easy.
But thats not the point here.
I am however looking for a reliably way to model this kind of detail, in a way that can be reproduced for other models aswell, other than having to go and make all these extrusions by hand, leaving a topology mess. Also booleans aren't a real option as it's, as mentioned a curved surface, so setting up booleans would take a lot of time, leaving a topology mess aswell.
Replies
Going back to SP, I believe you can get curvature map from normals details made in SP.
Thanks, tho it seems, you didnt read my post,..
This is what it looks like now.
Keep in mind tho, height range of wear,roughness values, textures in general are still very much a work in progress,
Regarding the grips stamped height tho,
I think its ok, it could be better for sure but this took me maybe 15 minutes to set up.
Actually modeling these lines and tweaking highpoly or floater so edges would have the right sharpness etc takes considerably longer and i dont know if its worth the effort at this point.
Thanks for all your ideas.