***Most Recent*** Is my problem not enough edge padding for a 4k map? i have it set to 20 in xnormal and i seem to get some nasty seams . all the hard edges are set to hard and have their own UV Islands. Really want to move on to textureing but issues with normal maps are really starting to get in the way.
I think I have just finished with the low poly, my goat was to keep it under 15k tris and its currently 14581 tris. Let me know if any thing should be changed before I start on the UVs. This is my first gun I have made with he intention of it going into a game engine.
at the top of the stock on your low poly you should triangulate some of those edges, they're completely useless on that flat piece. same goes for other areas. low poly should be lower poly still. EDIT: nevermind that's not low poly.
Can you show us the model without turbosmooth? I think better way to make a loop around this holes on the side. That way you can avoid these cornered parts.
I think I am done with the High poly unless someone points out that something is really off with it. This is the first time I've attempted making a low poly version of a gun from my high poly. do I just duplicate the model and start collapseing edges and welding verts from the smoothed version or do I do it to the…
I could definitely do that with the holes on the sides and the rails, but the left and right side of that gun are asymmetrical sadly. I do have a question though, i unwrapped most of it and did a test bake and I get these really nasty errors where ever there is a group of tris at. How do i avoid that?
So you're not sure wether to stack some uv shells or not? In that case I'd say, stack everything that is repetitive. Like those ribbon thingies on the side. You could leave some out to have some variation, but they don't all need te be unique. As for the big parts, I tend to unwrap only half of the mesh and use a symmetry…
What they're trying to say is that the smoothing groups need to match your UV shells. One smoothing group will give you errors. Textools has a pretty handy function that will do it for you, so you might look in to that.
Could you post a picture? It could be due to smoothing groups. I usually apply a meshsmooth modifier on the whole mesh with 0 iterations. This sometimes fixes any smoothing groups problems. What software are you using to bake? (sorry if I missed that)