Figured I'd give this a thread instead of P&P, so I can get some proper critiques as I go. This is my first full hipoly to lowpoly bake, so I'm learning a lot along the way and am definitely making mistakes as I progress. Please feel free to critique away.
Props to
Izmojuki for the great concept artwork this is based on.
Here's the hipoly cage work:
A few renders of the hipoly in subD:
Lowpoly wireframe (still not 100% optimized, a skootch messy):
Lowpoly+hi/loAO+norm (3dsmax, 3point shader):
Lowpoly+hi/loAO+norm (Marmoset - not familiar with ligthing/materials in here, so looks a bit flat):
Some of the things I've noticed post-bake is that the inset door panels should probably have their insets widened quite a bit, since the AO at least reads more like a solid shadow line, instead of an inset. Not happy with that.
The lowpoly mesh is definitely higher tri count than it needs to be, but I honestly wasn't sure how well things would bake if it were cleaned up more. I know now that I could have cut a considerable amount more and still get great results, so that's something that I will carry on to the next model. Other obvious mistakes still exist, like the sloppy edges on the hubs, which need to be manually straightened out.
I'll probably be making the hipoly changes I mentioned, before continuing.
Replies
The only suggestion I have, which is a rather small one, is to make some geometry for the door hinges. The normals aren't really doing much for it, and It would help break up how flat the side is.
I'm really looking forward to seeing some textures on this.
@Brandon - popping out the hinges definitely helped, thanks!
Here's a rebake with the updated geo/norms/ao
Mipping seems really aggressive in Marmoset - doesn't mip as hard in Max w/aniso filtering. I'll be adding more details in the normal via PS overlay. I was going to ZBrush some stuff, but decided that hardcore damage and deformation really didn't look right on the clean design. I'm mostly happy with the bakes so I'm probably going to continue on with texturing now.
*edit*
Hah, ignore the fact that the right rear wheel well is also missing :P
Tossed the exact design onto the texture and it looks decent on the mesh.
I'm changing the actual design pattern in the final, so this isn't set in stone here.
Just my two cents!