Piece for my portfolio and for me to gain further experience in low/highpoly modeling, baking & texturing.
Currently have some normal map issues in marmoset while it looks good in the Maya viewport.
Support edges added to the lowpoly managed to remove some artifacts, but keeping that up to remove all artifacts will just totally mess up the model, is there another way around, am I just being picky here or do I actually have to keep adding support edges?
Baked with Maya Transfer Maps.
Appreciate any kind of feedback!
First up Maya HQ viewport:
Highpoly:
And here are the marmoset issues:
Replies
Also, your hp model's edges look too tight, softer edges produce better normals.
Tried baking normal map in xNormal with same result.
Decreased mesh size in marmoset to match ref human scale, no good.
Updated graphic drivers, nothing.
Maybe there's not enough lp geo? Currently at 4442 tri's.
Could be that I am on a shitty laptop? In that case I'm in deep feces:
Need job to buy PC to create portfolio to get job.
Here's a couple of more images.
Normal map with visible errors, why?
EDIT: Added normal map flat.
Guess it was lack of geo then huh
Here's the latest, almost all shading errors gone now, a few minor tweaks left.
Any other feedback is more than welcome.
I did some on the highpoly but I guess I could've done is some more
Here's wip on texturing:
Here's some reference I posted of my P99... it's construction materials and surface finishes are extremely similar to the XD. Here's the thread: http://www.polycount.com/forum/showthread.php?t=86256
The polymer frame has received some work now, only had a brief texture overlay in the diffuse channel nothing on either spec or gloss, probably should've mentioned that.
Those refs are amazing, I forgot about them, thanks for them and for your feedback GarageBoy9
Here's the latest update, decreased the texture size to from 2048 to 1024, it became too much to handle for this laptop.
Started on the polymer frame and decreased that slide wear, also tweaked the materials & lighting back and forth.
EDIT:
Has anyone had any troubles adding detail maps in marmoset? I can't seem to get mine to show up at all
I am pretty satisfied with the result and I have learned a few things to think about for my next project.
I am still listening to c&c so pretty please bring it
I like the current level of the wear it has but maybe add some more localised wear, say some grease marks on the grip, that and the reflection on the grip looks a little tight compared to some of the pics I have seen where it appears to be slightly broader than the metal but then again that doesn't leave much to distinguish the plastic from the metal as they seem to have been about the same amount of reflectivity.
other than that this looks pretty good.
Anyway, here's the flats:
As I just wanted to make sure that you knew that the high pass filter you used on them to sharpen your render is out of sync with your model (post #13, first and second image right hand models). If you look in the grey areas of the image you will notice ghosting. I am not trying to be an "ass" just wanted you to know, so that it does not end up like that in your folio.
Also:
El trianglo es fixed, had to spin the edge.
I also optimized the slide model and rebaked it, from almost 4500 tri's down to 4181.