@igi Unfortunately, removing UV channels from the highpoly bake made no difference. I've also tried renaming the highpoly UV maps (no effect) and various hiding/unhiding combinations (leaving both meshes hidden, leaving only LP visible, leaving only HP visible - no effect from that either).
you are using transfehr maps... it's shit ;) I don't think anybody managed to bake ao with it, because it's not only using the highpoly for the ao calculation but also the low... The most common workaround is to bake the ao of the highpoly with batchbake (on a texture or the vertex color) and then just bake the baked ao on…
Usually this happens because the viewport can't "see" the edge or verts, usually from being embedded too far in the highpoly. I'm not sure if hiding the highpoly layer works, I never think to try it. In this case, I'd just pop out of the tool, bridge the two border edges and go back into QD.
The highpoly work is nicely done, although I will say that you need to soften up those edges if you want these models to be baked into a lowpoly because with those extremely hard edges you won't get much edge normals with that highpoly right now Other than that nice render and modelling :D
Read these over a few times and really digest the information. http://www.marmoset.co/toolbag/learn/pbr-theory http://www.marmoset.co/toolbag/learn/pbr-practice Second this is get a better highpoly to work from. Honestly the majority of good texture work comes from a good highpoly with a ton of different baked maps.
well i can only say, what i see would be considered a final highpoly in many game productions, the highpoly doesn't need Uvs and floating parts are pretty common in game productions. Of course i can't see how "bad" it is from the image, but at first glance it looks pretty solid.
Thanks for the advice. Here's an update, I got the other side modeled. I kept the holes in the trigger, my idea was to transfer the normal map info I get from the highpoly on to a plane. Is this ok to do? Just about done here with the highpoly, but wouldn't mind getting some last minute critiques.
Get some of this stuff in already! Not everything needs to start highpoly only. Bake a couple things out. You'll find your process might be off on some pieces already. But if you test it now you only fix 4 things instead of 20. Highpolys are looking good though! Keep it up!!
Uving the highpoly meshes can sometimes be useful for applying bumps to the highpoly to transfer, but you can do this in photoshop later anyways. Just a word on Uv's on really high density meshes increase there filesizes dramatically and have caused issues for me before. I always delete them when not using them.
Yeah, for stuff like this, chainmail etc. I'll take a little UV warping to get straight seams that match up. Ideally though, if you bake that pattern from the highpoly it's even easier to avoid. I use a lot of noisemaker in zbrush these days to have these high-frequency patterns as part of the highpoly mesh.