Sure perna, thanks. Reset the scene and exported the old ones in a new file, same issues. Result RTT settings 1 RTT Settings 2 Normal Map Settings 1 Normal Map Settings 2 AO Settings 1 AO settings 2 Projection settings
Alright lets do it right then. Step 1 Make UV islands uniform in density using textools. Also below are images of areas I plan on scaling up for step 2. Using the failed pack above as a temporary pack. FPV up close areas +125% scale: 1. Silencer 3. Nitrotac 4. Grip 6. Trigger 7. Safety FPV Zoomed areas +150% scale: 2. Body…
step 2 test bakes, sg where needed, corrective geo etc. Basic renders with max 2.5 star so some antialiasing issues, will probably use hammersly for finals which should remove them.
Thanks. Yah 2 major problems with it, I will have to cap those holes back up and delete some topology and remake the holes. I will revisit that later, in the mean time I will move on to other parts. Crits
Looking at the previous page, 5, here it doesn't look like you took perma and EQ's advice too much. IMO the model still has tons of screwball edges and modeling strangeness to it. I think you need to concentrate on cleaning up the geometry and using less edges for the same effect before you worry about baking and such. My…
Here is the update, no more seams on any of the mirrored pieces. I think I will now proceed to final bakes with hammersly 1.0 quality. In regards to the maximum edge padding, I am curious why its needed if you have no visible seams at default value of 2 or at an increased value of 3 or 4. I am not questioning you at all,…
Moreso than going over in painstaking detail and giving you crits, as I feel that you can do that on your own by studying your ref, I'de like to give you a few bits of advice. 1. Block out your shapes with simple, clean geometry before getting too heavy with your supporting loops and such. I know this can be difficult to…
There aren't 2 instances of the low. The low is exploded but is one object (the sub-objects are exploded). You can keyframe it or not, it doesn't matter, but the point is mine gives me one bake that's accurate to the high without me requiring multiple AO bakes, one for the high, one for the low, with the low in different…
You're compositing with the high/low and making two bakes, aren't you? How are you rendering a low poly AO with the tricky-bits unexploded and a high poly AO with the tricky-bits exploded without doing 2 bakes and compositing? This is one bake - the low-poly is exploded and the low-sphere is aligned with the green sphere,…
P90 body update. This part was pretty tough to do, I think I did two quick approaches first that failed, and finally got it right on the third time. I think the problem with the first 2 attempts was that I didnt keep it basic enough to begin with, their are alot of complicated curves and shapes on the body and if you have…