BAR 1918 baking problems.

@jlampel 

Hello!

I am having trouble baking normal maps to my BAR 1918A2. I have baked normal map before but on this one it always comes out broken, no matter what program I try and no matter the settings. I have tried SP and Marmoset for baking but to no avail. Can someone take a look at the files and tell me what I am doing wrong?

Also, is it just me or is the barrel island too small? I used CTRL+A to scale the islands.


https://i.imgur.com/NFrVMX0.png

https://drive.google.com/open?id=1BMVKoEJNCQEAeWSK6frt3bll8DFdEbpF

https://drive.google.com/open?id=1zGEkgODYHOfuOuire71f8VaZOogDOqs1

  • Jonathan Lampel replied

    Ok, I'm trying the bake right now as I'm not seeing any obvious issues with the mesh. Can you also upload the normal map result that you're getting? 

  • Jonathan Lampel replied

    Actually I found part of the problem - the edges are much too sharp. The bevels are so small that the pixels of the normal map can barely pick them up. In order for them to bake well, you'll need to soften everything by spacing out the loops near the edges. 

  • Fenes Octavian(cyberdemon1542) replied


    @jlampel 

    Thank you!

    Here is the result. https://imgur.com/NFrVMX0

    I used edge loops instead of the bevel modifier because it seems to make faces (especially long ones) flatter. I don't really like this method and it has given me quite a lot of headaches.

  • Fenes Octavian(cyberdemon1542) replied


    @jlampel Also, this is why I made them really sharp. Look at the shading. It slightly warps towards the end. It is less noticeable in the first one.

  • Fenes Octavian(cyberdemon1542) replied


    @jlampel 

    See how it looks just with bevel and no supporting edge loops? Or am I supposed to mark sharp the high poly too? My hard drive crashed and was unable to use the PC for a while so maybe I forgot.

  • Fenes Octavian(cyberdemon1542) replied

    @jlampel 

    I tried relaxing the supporting edge loops but it makes the faces look kind of ugly. Are you sure they are that sharp?

    Aaaah, I'm really confused atm.


  • Jonathan Lampel replied


    ccyberdemon1542 Yeah initially the subdiv method starts out feeling more natural, but it definitely causes some baking headaches. The bevel modifier does cause a bit of warping (though the high poly should be marked sharp as well), and it's actually an issue that was recently addressed in the last GSOC sprint. If you download the latest build (2.8) you'll see extra options in the bevel modifier that will fix just about any shading issues. But then you'd have to render in 2.8 or apply the modifier, so whether or not it's worth it is up to you. 


    If you want to upload a .blend with that piece, I can demonstrate what I mean. 

  • Fenes Octavian(cyberdemon1542) replied


    @jlampel 


    Thank you for your reply!

    Wow, that is yet another reason why I can't wait for 2.8. Subdiv beveling is a complete PITA when working with more complex shapes. Anyway, I have fixed the normals somehow. I don't even remember how because the problem was just turning me into a zombie. I think I have a pretty good result. I now have a base for the texture too. One thing though: Is it just me or is the model slightly...off? I don't know why I am getting that feeling. Maybe it's because I've been looking at it for so long.


  • Jonathan Lampel replied

     I don't even remember how because the problem was just turning me into a zombie.

    Ha! Sounds very familiar. Definitely give it a little break before re-evaluating the model, or your brain might play tricks on you. Glad it worked out in the end :) 

  • Fenes Octavian(cyberdemon1542) replied


    @jlampel 


    It is finished. Would you like to give some feedback? Is it good enough for a portfolio?

    https://sketchfab.com/models/ffb9e917dd2e41ec954c5972ebeca700

  • Jonathan Lampel replied


    ccyberdemon1542 Looks really good! My only suggestions are updating the stock texture to be more solid and less like it would rub off in my hands, softening its edge as well to make it a bit more comfortable against the shoulder, and add a few scratches around the movable parts that show which direction they move in.