Something else to keep in mind too is that if you optimize TOO much you can end up with smoothing challenges and hard to resolve bake errors. A low poly mesh with a reasonable number of triangles and predictable normals is FAR preferable to a highly optimized mesh that you have to futz with.
This tutorial series is pretty good. It covers most of the bases. [ame=" https://www.youtube.com/watch?v=RVpXK76N2mM"]http://www.youtube.com/watch?v=RVpXK76N2mM[/ame] Some good stuff in here as wellhttp://www.philipk.net/tutorials/materials/materials.html. Other than that it is mostly trial and error and a lot of…
Maybe this can help someone else. I baked the normals in xnormal. High and low poly Zbrush models with the same UV map (low and high sub div levels) . Match UV´s must be set in xnormal on low oly mesh or the Normal maps will have errors.
Done with the bake, some small errors but those will get fixed before texturing. The main body uses a 4k map, wheels 2k map and interior 2k map, it's bigger map sizes than what I planned for, but I will see if I can reduce them later on.
Yeah, I would not recommend Digital Tutors. They have a lot of videos on a lot of software, but the instructors are not skilled artists, and they generally do not go very far in depth. It's generally just video demonstrations of interface documentation you could find online, and the occasional basic workflow riddled with…
It depends... If you don't exploded your mesh you can get projection errors or burn through. Just exploded it where it make sense: mag, trigger, attachments, etc. In most case, the main body of the gun should be baked together even if things aren't water tight.
Just tested in xnormals now and I got the exact same error. And I just found out that even tho my seams look right in Max, however when I say work on clone in zbrush, and do checkseams, it looks like all the faces are broken apart...
Looks great, only shading errors I can see are really tiny and probably won't stand out in any bake. Mayyyyybe loosen some of the edges on that magazine/chamber area to the right of the trigger in that last image you posted, those will alias a bit from far away.
I think this depends on your monitor's resolution, if you've got a 1080P screen (or 1920x1200 that should be pretty close) the result you see in the viewport should match up pretty well to the rendered image. If you're on a 1440P screen you may need to do some trial and error.
I can also see some "X" shading errors, which typically appears when triangulation changes between the modeling app and the engine fbx. Actually the most of them looks like those. But yeah, Max rtt won't give you a perfect normal map anyways.