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bilelcg's Avatar
Old (#1)
Hello guys ,ihave some questions about lowPoly topology , here is a low mesh that i made to bake nhighpoly one on it ..
http://tinypic.com/view.php?pic=33jkbqv&s=6

heres is the mesh from the back :
http://tinypic.com/view.php?pic=2h2mkgy&s=6

this is how it looks when i smooth edges to prepare the mesh for baking normalmap:

http://tinypic.com/view.php?pic=xgbnnl&s=6

Now the questions :

1- does that affect the preview of the mesh inside the game or the normal map will hide those artifacts ?...
2- if yes how can i fix it ? ,whats the best way/tips to make low poly topology ready for baking normalmap ?
3- one last question is ther a way to improve the final result my normal map to make it more believable ?
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Pola's Avatar
Old (#2)
Did you try baking it and seeing for yourself? Usually the shading issues won't show, if they do you can tweak the vertex normals so that for a flat plane they all face along the same direction. Assuming you baked a normal map already for your 3rd question, what about it are you having trouble with to make it more believable?
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bilelcg's Avatar
Old (#3)
yes i did try baking it and iv got some black areas as i expected...
and for the 3d question i mean is ther a way to maximize the quality of the normalmap ....?
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bilelcg's Avatar
Old (#4)
her is how it looks after baking :
http://tinypic.com/view.php?pic=p0qo3&s=6
--------------------------
http://tinypic.com/view.php?pic=2ik39rd&s=6

is that caused by the lack of geometry or somthingelse ...im confused :p
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throttlekitty's Avatar
Old (#5)
It's a combo of your geometry and having soft edges on the 90 degree angles. The general idea is to have hard edges/uv splits. Also, you seem to have a lot of extra geometry along the edges, is this intentional?

From the stickies in this section:
http://www.polycount.com/forum/showthread.php?t=81154
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bilelcg's Avatar
Old (#6)
well you mean the bevel around the edges ? i made them to help the normal map show corectly ,are they unnecessary ?...

i think im splitting Uvs the wrong way ....is ther a proper methode to split the uvs to get a clean normalmap ?

Last edited by bilelcg; 06-08-2012 at 09:18 PM..
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throttlekitty's Avatar
Old (#7)
I was referring to the low poly model, Is there a reason you have crazy wires going to and fro?

Regarding UVs, seriously, give that thread a read. As for the hard edge/UV split at 90 degrees, using a plain cube as an example, you'd have each face as its own shell, slightly separated from each other to give some pixel room between them.
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bilelcg's Avatar
Old (#8)
ok ill check that thread
well for those crazy wires , i was trying to connect everything together to get clean geometry ...
http://tinypic.com/view.php?pic=dxd54w&s=6
is that unnecessairy ?
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throttlekitty's Avatar
Old (#9)
For a low poly yes. The extra verts along the sides aren't adding to the model's form or function. Here's a quick mockup for how I'd do it:
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bilelcg's Avatar
Old (#10)
aha.....thank you kitty you helped me a lot
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bilelcg's Avatar
Old (#11)
here is how it looks when i applyed your methode :
http://tinypic.com/view.php?pic=27zj8xt&s=6

is those strange shading spots normal ?
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throttlekitty's Avatar
Old (#12)
No, that indicates that you have either:
1) Edges along the sides or back, but still attached to the large face in the front.
2) Stray vertices along the edges.
Behind the scenes, Maya is triangulating the model for shading, which is why you are seeing this.

Maya will let you delete an edge without deleting the vertices if you press the delete key. You can Shift+RMB>Drag lower left to delete edges AND leftover vertices to avoid this.
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bilelcg's Avatar
Old (#13)
can you do a litle modification to the mesh so i can understand how it should be done
http://www.4shared.com/file/SBO_eC8Q/Trash_Test.html?
Thank you !
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throttlekitty's Avatar
Old (#14)
No problem, but it looks like I need to sign up for that service to download the file. Do you have another place you could upload it?

edit: i would suggest www.dropbox.com

Last edited by throttlekitty; 06-12-2012 at 01:18 AM..
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Kurt Russell Fan Club's Avatar
Old (#15)
You can download that file just by entering a fake email and blah as the password. It'll say it sent off the confirmation but you can download straight away.

I had a quick look - the smoothing you're getting is because of a few reasons. You've got verts all along the edges of that big plane and you have 90-degree corners with soft edges, so the triangulation is all visible. If you want to use soft edges then chamfer the edge, otherwise just use hard edges. Use this logic for all the edges you've got dodgy smoothing on.
mike blackney
Grillen Verboten!
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bilelcg's Avatar
Old (#16)
:/ i deleted the edges with the delete Edge/vert tool ,its weird that the verts still ther ..
im gonna check it again...and for the 90 degree soft edges your right i forgot about it ..thank you kurt
her is a dropbox link Kity https://www.dropbox.com/sh/1ma6ux5multp7u5/Tbz5WyDbEk
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throttlekitty's Avatar
Old (#17)
answering the pm here. Here's a much lower poly version of what you've done as an example. (i kind of goofed pushing out the center beams, so they're bowed, whoops.)
https://dl.dropbox.com/u/13576177/Te...sh_C_tkLow.obj

You deleted the edges along the back, but not the ones that wrap around completing the loop - they need to end up somewhere, else shading like this happens. (select that big face in the back and do Mesh>triangulate to see how it would look in a game engine.
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bilelcg's Avatar
Old (#18)
yea it was a pain in the a** trying to figur out how the center beams will be higher than the others without using a lot of geometry O_o
i think your idea of making them bowed is not bad .....
thank you again

Last edited by bilelcg; 06-16-2012 at 04:39 AM..
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bilelcg's Avatar
Old (#19)
here is the result :
http://tinypic.com/view.php?pic=kb5e9h&s=6
------------------------------
Uvs:
http://tinypic.com/view.php?pic=r29w90&s=6
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