Saturday, 9 January 2016

Weekly summary part two

I forgot to add these on to the first weekly summary for this week, but wanted these to be on a separate post:

During this week I manage to get the high poly model for the dresser done and I was also able to get the high and low poly models done for my prop.
But with the props, I was also able to get the maps done, add them to the models and try them in UE4




 Edit: For the normal maps, I forgot to invert the Y+ to a Y- in Xnormals. So the normal maps don't work properly in UE4. Though they do work in Maya.

What I have learnt: From experimenting and working with Xnormals, I have now gain a ruff understanding for Xnormals and that hard edges can't be connected to one another and they also can't be connected to soft edges.
Also, from trial and error I realized that I will have to change the cage size for the model and the ray distance.
But most importantly which I found out to be really helpful that sometimes I will need to edit the normal maps in Photoshop.
As at first I couldn't get all the detail from the high poly model to the low poly model in one go. Instead I baked the asset in sections and then edited them together in Photoshop. Also I found out with Photoshop I can get rid of some of the black lines that keep popping up on my models.











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