So I have this new tech-pickup model I'm working on and I've run into a little issue.
My high poly has a ring going around the center that is attached with fasteners. When I overlay my low poly mesh, I use a push modifier to encompass my HP mesh. However, now the actual base mesh is hitting the ring. What the best way to insure a nice projection out of this. Should I split it up into different renders and do them one to a time, then piece it all back together?
Replies
Also make sure you're using consistant # of sides for round shapes like this, theres nothing that ruins the look of a normal mapped asset(or any asset, really) more than a blocky shape next to a really smooth shape, ruining the illusion.
Try to think of what you would see from the top, as it seems like this is an asset that would be on the floor. As it is now you have polys under that ring that will never be seen, and are just going to take up uv space and make it a really big pain to project your normals.
This is really all you need to support that shape:
Beyond that, check out my writeup on exploding your models to get clean bakes.
http://boards.polycount.net/showthread.php?p=817681&posted=1