Here are the final renders: model I hope you like it! ------------------------- I started working on the assault rifle from Halo a while ago. I want it to be a remastered version of the Halo 3 rifle, with the amount of detail the Halo 4 version has. I don't like the sci-fi look on the Halo 4 ar, so I tried to keep certain…
After doing a lot of research and testing I have some decent results and I think I'm ready to continue modeling the rest of the low poly. All I changed to improve the bake was this: 1. Bake in 3ds Max instead of XNormal. 2. Use .obj instead of .fbx for previewing in Substance Painter. 3. Triangulate the mesh when…
The smoothing errors you got were because you didn't triangulate, you said something about max using a triangulated version when baking, the thing is, your mesh is always triangulated under the hood, even if you use quads, they are just not set and can change the Triangle direction (since a quad can be split in two…
Finished the low poly, set up uv's and smoothing groups and baked some maps. I had no problems at all with baking after figuring out the triangulation thing, which is awesome. Here are some images: Baked ambient occlusion and normals, curvature from Photoshop: Substance Painter: UE4: It's 11.891 polys. Textures next!
That's a good looking bake. The general width looks very thin. It's going to be a pain fixing that kind of issue at this stage but that top and FPV shot is telling. The rifle is not much wider than the barrel itself...
I could have worded that better, instead of preventing hard edges I meant preventing the seams caused by them (and also the uv split). I am using hard edges on the 90 degree edges without issues, I just don't want them in places like this: I think you just explained the whole issue here. When I export the .obj as quads I…
Thanks a lot. I optimized it some more, but somehow the smoothing groups are causing a lot of issues that are very subtle in Marmoset but really visible in Substance Painter. I don't know how to solve this because in some areas where I would expect problems to occur it looks great, while other areas cause huge artifacs. I…