Hello there! I am a student who is about to finish my 3d modeling course and I am preparing my portfolio for a game company. So.. I'm having trouble in understanding how a low poly model (with different pieces/parts) can be baked to the high poly using the projection modifier. How do I make sure that the different parts of the model with their respective UVs dont overlap for maps like Normal and Ambient Occlusion maps? As you can see from the attached image the model has several pieces which are not attached.. I am advised to present my portfolio using 3ds max and Photoshop only. Please help me out in explaining the correct / general workflow for making game models using these two software.
What is the best way to make the low poly?
Should the pieces be attached with a single UV map?
Replies
https://flippednormals.com/products/military-radio-modeling-texturing-complete-edition/
https://flippednormals.com/products/hard-surface-basics-01-using-uv-coordinates-to-deform-geometry/
2) Your low poly can be as well. They just need to correspond to the specific HP meshes as need be.
3) If you want clean bakes you either A. Explode Bake or B. Bake by Groups
4) I personally recommend getting Marmoset Toolbag 3 because A. it's a very visual baker and B. It's stupidly faster and simpler than Max's solutions.
What?
That;s not what most professionals do at all.
Are they going to actually give you bad marks if you use other tools?
I'd really ask your instructors if you can use some other tools to make your life easier while working on this, and in fact, make your project look better to boot.
If they're limiting you because you need to master the software in this specific way, it seems unnecessary from a production artist standpoint.