To bake a lowpoly AO without the need of a "highpoly", have a look at FAOgen :) nice little software that works great for lowpoly AO :) Question: why don't you want to model a highpoly ? Seems to me you can't escape either highpoly to normal map or using Hard edges on the final lowpoly. Maybe an objectSpace map would do…
My thoughts on Normal Baking by with UV matching. Another post here in Polycount talked about the difficulty in baking perfect normal maps for models with low poly holes and tube shapes. But it didn't address an important alternative IMO. (I didn't see it in the wiki) A way I go about avoiding distortions is by matching…
Thanks for the response :) Everything seems alright on that part. I made a test scene with new meshes - just a simple lowpoly and highpoly plane with a simple lowpoly and highpoly cylinder on top. I get the same issues within this baking scene. I then extreduded the edges of the low- and highpoly plane down so I get an…
Only to clarify: Hard or smooth highpoly doesn't matter other than that the visual change in it's surface will be transferred to your lowpoly. What matters is that within one uv shell on the lowpoly you need that entire shell to be in one smoothing group, or soft edges. The lowpoly you export to engine needs to be exactly…
thanks guys! CE3 is fairly straight forward, ran into a couple bugs. But im known to break shit very easy... lol Pushing on 2day! Finished 1 version Hipoly ComputerBoard. (will be sitting behind the panels) The smaller details are left off the highpoly, as i will do them all in Photoshop. Thats all the circuit solderings…
Hey guys, right now i completed my 4th game ready ( for my novice-bsr o.c.) character. In every single piece i made i noticed always the same: i LOVE sculpting, than there comes retopo, uving, texturing. sadly these steps takes the most time. Its so frustrating to know that i have to stick with technical-art to complete…
Texturing the highpoly isn't generally done for game-art. Unless using ptex or vertex colours, you'd have to unwrap the highpoly which would be tedious and a huge waste of time. You'd also lose some quality when resampling the textures when baking, though I've never tested how much of an issue that is. There are some…
I don't know if lowpoly is the best way to go first. I know this is a legit way of starting but it is usually when you know your tricount and you need to get the silhouette down with your tricount first and then match it with the highpoly. At the moment you are not even sure what you are modeling. If you were to start with…
I'll try to give you an answer: As far as I know there are three typical workflows when it comes to normal mapping 1: You create a color texture in photoshop, make a greyscale heightmap of it (white up, black down) and use that to create a normal map, either using NVIDIAs or xNormals Photoshop plugin or you can use…
Assume we're talking about viewmodels (weapons). If your game has a significant triangle margin for viewmodels then you may not need a highpoly. Smooth edges can be approximated with support loops. Some engines even support realtime subdivision, which reduces the need for baking because the game model itself can be a…