Thanks for the Reply :) Yeah it's just an Highpoly render, so this is just an random testing material. I did't hardned the edges too much (i hope so) to get a nice bake from the model.
Guys can you suggest some techniques on creating low poly from such meshes? Right now im traversing highpoly exploding parts making lowpoly for them. Am i doing it right?
Can't help without more information. What did you do? What were the results? What does it look like? screenshots etc? Images of your highpoly, lowpoly, uvs, normal map?
Haha....i will change the name of the thread to FN Scar ^^ I also have a small update for you. The finished highpoly of the Scope. If i have enogh time i will begin with the Low Poly this weekend.
Can you post pictures of your highpoly, lowpoly and normal map? Maybe some images of the specific shading errors you are getting. Also try just baking a tangent space normal map.
Create a set of keyframes, and simply move each highpoly and lowpoly chunk apart so they no longer intersect, and then bake it all at once. If you're exporting to xnormal, make sure the "exploded" version is on keyframe 0.
Gotta agree, the metal material definition is really nicely done on the second plane. Tighten up some of the highpoly elements to fix the blobbiness, you got two solid pieces! Really well done.
You use Shading Normal as the output and use the Render menu > Bake From Object to Render Outputs. That's with your low + UV channel selected and the highpoly items as visible background (not selected/active) layers.
Its the vertex normals. If you don't want to do highpoly from this, and you only need the lowpoly, look into "face weighted normals". If you want subd, you need better topology indeed.
There is a lot of diferent materials on him..and thats great. I decided to skip highpoly stage, and put my handpainting skills to test right away! block out mesh..which will be retopoed/reproportioned later.