So I've read a lot of the tutorials and have come a long ways being able to bake things but I'm still very much a FNG..or uh..rookie haha. so I modeled some simple assets to try an really iron out all the kinks in my work flow, right now I use blender for base meshes and UVs, zbrush for highpolys and substance painter for baking and textures. I also have marmoset but to be honest I don't know the difference in the bakers. (The overall goal is making assets for UE4 game dev) But anyway to the point, here are my low polys, high polys and the result. All three were made out of 12 sided cylinders. The regular cones came out perfect aside from the bottoms being "burnt" for some reason i don't know. but the barrel came out the worst. Is it just too low poly? should i have used a larger edge count? or is there something else going on. I figured i'd ask here before trying something else, just in case.
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Thanks ill have to keep digging up more info, some of the video tutorials I've seen have either been like super technical and I'm left like "whatttt?" or others i feel aren't specific enough to whatever situation I was dealing with at the moment. I scrapped the low poly models and went with 32 sided cylinders instead. I guess I blame my inexperience in whats generally accepted for polycounts in different items but I guess it'll be a whole lot of trial an error until I'm finally settled into things.
So i got bored doing my current thing and i wanted to see if the 12 sided issue could be used at all. If you are restricted in whatever you are attempting it can be done but i guess it doesn't look all that, but then again its just a cone/drum, didn't add handle or this wouldn't have been as fast as it was.
Before subdividing, i chamfered very lightly with a setting of 3 along each edge of the 12 sided cone, seems fine to me but if its smooth you are after then yes it wouldn't work out too well without some major tinkering. <This is just an example of the 12 sided thing, not trying to add more confusion i wanted to see if it was truly horrible to use, plus i never made a cone before.
After change with just subd and motion blurring errors(wavyness) straight(i know bad) on the normals:
@Kanni3d
Thanks, me rushing = errors. ^this one isn't how you mention it i just wanted to see one last time if i could do it without fiddling with it but yes your way looks great. Will keep that in mind next time, didn't even cross my mind so saved.
Best to not chamfer the vertical edges of the cylinder as those wouldn't need to be normal mapped anyway. Something like this would've made more sense.
But yes, totally correct on the fact that if you're limited to using something as low-res nature as this, avoid using sub-d, and simply chamfer your required edges to be baked down.