So I have this flaregun model that I've been working on for some time. It's nothing special but I've been using it to experience the different steps of creating an asset. And well I've hit a bit of a bump in the baking phase of the model. Obviously I'm using Marmoset toolbag to bake down my maps, and I'm getting quite a few different artifacts in my bake that I would love to solve. I've read quite a bit about the baking process and different things that help result in better bakes, but nothing that I've read so far has REALLY helped me. Like it has helped me improve other aspects of the bake such as cleaner baked down details. But nothing has really helped me get better edge bakes and it's something that I've struggled with for all my time using Marmo. Anyways enough of that, here I'll put some screencaps of both my Hi and Low Poly models of the flareguns as well as screencaps of the artifacts I'm talking about. I'll talk about the specific artifacts where I place their respective screenshot.
Hi Poly
Low Poly
So now that you know what my model looks like, let's talk about the bake artifacts.
Above I have a few screenshots of some of the edges where I have these artifacts. I've also gotten these kinds of artifacts on other smaller projects so this issue has plagued me for quite some time now. Here you just see that some of the edges are super hard and don't look soft whatsoever. And then for the edges that kind of look soft, you get this hardening/creasing on the vertices that are between the two edges. One such area that this happens is the trigger guard/main body area. Here you can really see this effect happening. I've done all that I can UV's wise and geo wise in Maya to solve this issue but nothing has REALLY worked. Some methods have worked a tad but nothing has helped me solve the issue in its entirety. I've heard that hardening your UV borders and hard edges in Maya tends to help the bake out a bunch. But I haven't really seen this at all in this project, but softening the edges doesn't help any more than hardening them does. If anything it makes it worse so I'm kinda just lost as to what I should do there. In Maya, my geo has been shrinkwrapped onto the HP many times and I have checked over and over again to make sure that the verts are on the hard edges like they should be. So I don't think it's an issue of the geo just not encompassing the HP well enough, because I can assure you that it most certainly is. Okay now, let's talk about this other type of artifact I've been getting which are UV seams.
Okay, so here I'm not all that clueless as to what's causing these artifacts. I'm fully aware that these are just my UV seams, however, I'd love to know any methods that there are for reducing UV Seams appearing in the bake. I know that you can prevent them by planting them carefully or only using them on hard edges. But I do need these seams there in order to separate my islands. So other than just careful and mindful placement, are there any other methods for reducing UV seams in a bake? Also, alongside the UV seams, I'm also getting this weird black artifact in the middle of the inside of the trigger guard. Although it's more so to the back of the trigger guard right below the UV seam there. I have no idea what's causing it and there's nothing apparent in my UV's or geo in Maya that would cause such an artifact. For that, I would just love to know what the heck COULD be causing it if anyone's experienced a similar-looking artifact. And well that's pretty much it for the artifacts I've been getting. I have something else I want to ask about but that pertains more towards Maya so I'll post in the correct category for that. But yeah just overall I'm more so looking for guidance on this issue rather than a full-on solution. Since I know that each case is unique for every model. So if you guys could help me out in any way then I'd really really appreciate that! I've just been struggling with this for so long and I'd love to get past this bump in the road. Thank you in advance to anyone who helps me out! I really do appreciate it
Replies
Move that model away from the camera enough to view it at say, arms distance. Can you really see any of those bevels? They'll just be hard edges at that distance.
But yeah, we're not in marmoset territory anymore.
@Vertrucio I'll go ahead and get right on that. I'll post again once I've loosened up the loops a lot more and have baked them down in Marmo.
And I'm fine with being a tad out of Marmo territory if everyone else is Like, in the end, it circles back to Marmo so eh.
Annnnnd here's another update! Went ahead and loosened up those loops more like I said I would. And I even loosened up the loops overall in other parts besides the body. So the edges look a lot smoother in other areas as well. Also, I moved the face of the bigger panel more inwards. Which is giving it more of this AO effect as you see in the bottom more rounded panel. Which is helping a great deal with depicting some sort of depth there imo. But now it's judgement time!!! @Vertrucio
But you can double the bevel widths and it'd look better. Some of the areas you could easily go 3x or 4x.
http://wiki.polycount.com/wiki/Normal_Map_Modeling
Right now, it's close to a Realistic level of bevel. However, this is game art, so you want something that's functional. Let me refer you to the polycount wiki on edge thickness from racer445.
Now for that inset, take a look at:
As with your bevels/edge widths, it may not be realistic to slope the walls of insets/protrusions, but if you don't, then there's no info for the normal map to pickup, and it'll just look like some flat shading out of nowhere.
(Distant shots ftw!!)
https://www.artstation.com/artwork/lVy0bV
I bought this tutorial a while back, and haven't gone through all of it, but from these images you can see how chunky he makes his highpoly bevels. Admittedly, he does separate in zbrush using strategic polish uses, but you can get similar in sub-D.
But you can see my results from his military radio tutorial here. Simon is basically where I got my understanding of just how unrealistically wide your edge bevel widths can, and should, be to look good in-game.
There's points where you will have to make bevels that do wreck the highpoly topology in places, but remember that it's a highpoly, it doesn't need to have great topology, it's going to be used to bake down onto a low poly and that's it.
Also, I should never write posts at 4am again because I can't even decipher what I was saying.