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View Full Version : Having trouble with normal map (highPoly > lowPoly // Maya)


MrFrags
01-24-2010, 11:09 AM
Hey Guys,

I'm working on a weapon for Casus belli (Crysis Mod), and I have some problems with the baking normal process. I'm persuaded that its from the topology of my low res comes. I would like to have advices to have a clean result, any feedback is welcome.

Here is highRes model:

http://uppix.net/8/5/e/9d91306a8be2bb7f84ccd7ea3c12c.jpg

Here is the part i'm working on (there are bugs in zones circled in red):

http://uppix.net/f/2/9/5856414f728e89847833e16169343.jpg (http://uppix.net/f/2/9/5856414f728e89847833e16169343.html)

If you need details to help me, just ask me ;).
Thank you in advance.

bugo
01-24-2010, 05:23 PM
umm, your high looks great, but in your low you have tons of triangles that you could optimize. Also leave the small details to the normal map, theres no need for them in the low.

throttlekitty
01-24-2010, 06:09 PM
Is the image with the red circles your low poly? If so, there's a ton you can take out on that, namely all the circular bits and supporting geo for the bevels. In first person, very little of that is seen or is needed for the profile. Also, the lower two circular bits look like they sink pretty far into the surface.

MrFrags
01-25-2010, 02:47 AM
throttlekitty[/U]]Is the image with the red circles your low poly?
Yep :) !

Thanks a lot! I thought I would need many details for the low poly, but I'm going to follow your advices and delete some triangles ^^ ! I'll post result later, even if I think I would need your help again :) .