I dont know where post this material
save here)
composition
http://www.neilblevins.com/cg_education/cg_education.htm
I dont know where post this material
save here)
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
2,3 bad result - because incorrect shading with soft edges, light errors
1 cube - pretty nice
Im used XNormals for baking
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.
Looks pretty correct in game engine
Normals: Cylinders
final result - not best but its good for learning
1st - not enougth gemetry
differency between results comes from sharp/soft edges and soft face groups
unity tests:
conclusion:
remained interesting shapes, flyers and separation when baked
Your work is amazing. Just kept getting better and better as i was going through it all.
Concept modelling:
Find out how many unique needs
Gives the idea - how long it will take
Common kitbash workflow: main benefit - assets reusability
Make texture Atlas
Make simple model, UV - apply to model and make some changes
Useful for environments props.
LP scene + UV ready
Fix textel by
Before
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
that we get => minimize normal errors (very close to the nice result, where we combine smooth and sharp shading)