Section 1 p12 extra. Some poly invasion

I dont know where post this material
save here)


composition
http://www.neilblevins.com/cg_education/cg_education.htm

Learning some hand paint, its harder than seem)


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Ok, finally im fugured some about normal maps)
Planes: pretty easy
lp,hp versions - Angles affect the mapping of normals

all false geometry within one polygon

We have 3 cubes (left to right)
1 - with fasks and smooth shade, UV - single shell
2 - hard edges, UV - split islands
3 - hard edges, UV - single shell

high poly inside low, low poly as cages
render_hp_inside_lp
2,3 bad result - because incorrect shading with soft edges, light errors
1 cube - pretty nice


at least - all sharp edges
now 1 looks not so good
2,3 looks fine
->
conclusion:

  1. if angle more than 90 - make seam
  2. use cage (same as low geo and put high geo inside cage than bake)

Im used XNormals for baking

image
export as obj - selected only: HP,LP,CAGE
In XNormals: select HP mesh, LP mesh - for LP select cage
(ngons will cause errors - infinite load)

Ps
sharp transition cause seams on object, thats why smooth transinions better
The larger the map, the more padding/margin? o_O you need)
Thats why we slpit our UV shells.
imageimage

Looks pretty correct in game engine

Normals: Cylinders
final result - not best but its good for learning


finally using matcap normals as it should be, not just for fun

1st - not enougth gemetry


here right cylinder - with 90 degree angles on low poly

differency between results comes from sharp/soft edges and soft face groups

unity tests:

conclusion:

  • use cages
  • make seams
  • use shoothing groups
  • experimetns and tests :sweat_smile:

remained interesting shapes, flyers and separation when baked

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Shelf.
image
but how it looks)

HP actually - 200k


looks ugly - but low poly)

lvl UP :thumbsup:

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Your work is amazing. Just kept getting better and better as i was going through it all.

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:crab:


image

hello old pyramid)

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2 type 4 sided columns

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Checker and measure blender system for texture density

Concept modelling:
Find out how many unique needs
Gives the idea - how long it will take
image
image

Common kitbash workflow: main benefit - assets reusability
Make texture Atlas
image
Make simple model, UV - apply to model and make some changes
image
Useful for environments props.

Normal maps: baking from floating geometry to single poly. + HDR


WIP dungeon

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LP scene + UV ready
Fix textel by


Before

After
dungeon_textel_density_FIX
Swiched to groups when my empties turned into a mess)
image

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Sculpting pillars

3 Likes

Stylized asset: Doorway

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Combine maps NM, AO, fix seams UV etc…

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Normal Maps baking
Hint:
Model -> mark seams properly and where angle => 90 degree mark seam, UV -> Unwrap
Next -> make modell smooth shading -> swich to edit mode with UV window
In UV editor -> UVs -> Seams from Islands
image
that we get => minimize normal errors (very close to the nice result, where we combine smooth and sharp shading)

First tile texture

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Then the feeling is when your textures are better prepared)
In game screen: Albedo, AO, NM
image

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Pillar HandPaint


Mixing PBR

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