Update: Baked Normal maps for testing Results + things to do: * Some waviness in the floaters (possibly due to cage?) * Figure out how to fix smoothing errors (?) on the Tangent Space Maps * Re-mesh the inner side of the base due to strange offest (replace with floater) * Add some floaters where studs intersect * Vertex…
Just as a heads up- at least one of your floaters sits really far off of the surface. You will have a much easier time get a clean projection if it is kept closer together.
So I plan on finishing the competition anyways, I've done the high poly which includes floaters (which is why it kind of looks weird on the top) and extra pieces. Now I need to work on the low + UV before I can bake.
Finished Entry: Entry 2: Latest update: Just need to finish texturing. Suggestions for Handplane baker: General * Rezise window (If i remember correctly previous versions allowed this * Scroll with mouse wheel. * Cavity map has no help info despite having a "?" box Models Tab * Drag and drop meshes onto projection group…