Your uvs are a mess, too many seams and some in really strange places, like the seam on the inside of the grip. You need to straighten up some of these lines, soem pieces look rotated at slight angles. Its going to take more pixels to represent a shape rotated 2 degrees than a shape that runs with straight lines. Remember…
Here is the fix for anyone reading through this thread. I normally make 2 save files before doing bakes, one file where the mirrored UVS are overlapping, and another where they are moved over 1 unit in the UV square. I was still working from the overlapping one during the bakes by mistake resulting in the seams. To fix…
Thanks again EQ and Perna for your valuable input. As you pointed out in one of your draw overs you suggested combining the fire selection switch/safety and the main body of the gun. I attempted to do this a few days ago but it kept producing bake errors. I made the selection switch + body one object on the LP but they…
As far as AO goes, actually, the less elements you have the easier your AO is to bake. Generally I will create a high AO pass, and a low ao(lowpoly in base position) pass, so that all AO is taken into account. Some people like to bake AO unexploded, but this results in lots of errors and is a pain in the ass. Really, you…
1. It is a common mistake to think that you need to work with the exact same model when uvwing, baking normals/AO/whatever (in the same scene even, if you are working with max) You create clones. I've seen were people actually create animations so once they'v exploded the model, the can rewind and get it back to its former…
Sorry guys a few of my replies came directly after you made some responses so it may have looked like I was just posting some stuff rapid fire without reading. That was not the case, I just posted directly after some of your responses before refreshing the page. And yes I probably did read through to fast. @PoogoP and…
Do you mean apply symmetry, and collapse the stack to make it one object? e.g. on the handle and body Sorry I meant symmetry, I know they are not interchangeable my apologies. Part of the reason I was hesitant to remove the loops around the grips is because my first pass at the low poly body was so low on tri count you…
Sorry to let you down guys. I just reread the whole thread back from where UVs started to come up as the topic of discussion. I actually did do quick test bakes on the above pack, but that doesn't matter since my final product is wrong. So in sum this is what I need to do to end with a good result next time. I dropped the…
I corrected all the problem areas found in my test bakes, and then scaled up/down the correct areas. Therefore I am working through step 5 at the moment which is UV packing. Here is what I have so far. I visited online portfolios and looked at flats to get an idea of how much padding I need. How is this looking? Hope I…
Well, unless the model is going into unreal or something, which has fucked tangent bias, then you will want to avoid excessively stitching UVs. However this is a choice that should always be made depending on where the asset is ending up. If you're going to display it in the viewport, with a quality shader that has synced…