WORKSHOP #2 - Ornate Table
Hey all!
Workshop #2 is now underway!
The challenge this time is to make a low poly asset (model it, unrwrap it, bake and texture it) of an Ornate Table!
An unsmoothed version has been attached in a .zip file, so you will need to add a few levels of Turbosmooth/Subsurf for everything to look correct.
Rules:-
- Must use high poly provided
- Maximum of 2k tris.
- Must have Diffuse, Spec, & Normal Maps
- Texture Size must be 1024²
- Post your results below!
Good luck!
i got an invalid normal index trying to import in Max
i got an invalid normal index trying to import in Max
I have attached a zip to the first post with an export from ZBrush. Can you see if that one works please?
Did some quick topo and bakes with the middle piece of the table, to see which direction to take. I was successfull with mirroring the geo - and not getting seams in normal and AO. Need to change geo in the "square" section, getting smooth errors. Last photo of UV snapshot - gives you an idea of the wires.
Did some quick topo and bakes with the middle piece of the table, to see which direction to take. I was successfull with mirroring the geo - and not getting seams in normal and AO. Need to change geo in the "square" section, getting smooth errors. Last photo of UV snapshot - gives you an idea of the wires.
That's a solid start with a nice bake! 
Can you show the LP geo. with wires on the model?
*edit* I reattached your images via the Eat3d server. To attach images use the file attachments dropdown menu under the text editor 
I used the dropdown, and pasted the URL's. I see the file attachment option now.
Normal bakes in Maya, AO in xnormal.
Here are the wires. Tri's are still alittle high on these wires. But, I will go though a reduction after I finish the rest of the lowPoly. Just wanted to see where I need geo to hold the detail.
Great start! That bake is looking solid so far 
-Jeremy-
Nice bake! 
Cant wait to see more!
wow, trying to reduce this down to 2k is hard 
wow, trying to reduce this down to 2k is hard 
Thats the idea! 
Nicely done! Lets see that bad boy textured up >:)
-Jeremy-
Sorry, I will try and get back to this soon - I'm just involved in some last minute programing trouble shooting at the moment on a project.
Nice work guys! 
I'm impressed Steve! Looks awesome 
Current progress: I'm at 2000 tri's - exactly. Final bakes done - simple base Diffuse and Spec. Quick render in UDK - table seems pretty dark (dark diffuse). Tried to create an old stain in the wood - you can kind of see it in the spec - shows up good in UDK - cant see it in the 2D render though.
Are you sure that is 2k triangles and not quads?
In the screenie you posted, max is saying 4k triangles? Maybe its an old shot?
Awesome work, xenop! Looks great 
Ya, it is Maya and it is tri's - I have 2 meshes in the scene, both are 2000 tri's.
Ya, it is Maya and it is tri's - I have 2 meshes in the scene, both are 2000 tri's.
Yea, sorry. Brain dead moment.
Keep up the great work 
Wassup guysss,
i thought i share my progress, currently on 2016 triangles, so still more polishing left to do
Nice work! Can you post the wires please?
here is the wire and i redid the feet to get my polycount to round 1636 triangles,
Looks great 
Don't be afraid to use the entire budget though. If you were given a triangle budget for a job, you wouldn't get any prizes for not using it all.
Try and find somewhere to add those extra 350+ tris if you can 
He guys,
so I was testing some bakes in blender and I am always getting this error bake.
Do you guys know the problem here?
Greetz Xenop
Wow, that looks odd. If you want me to check the .blend, upload it (archived into a zip) or PM and address and I will take a look for you.
Hee thanks for the help. Here is the link to the file
http://dennisjongmans.nl/TrainingShowOff/CoffeeTable/CoffeeTable.zip
greetz xenop
Ok!
It's down to your Distance and Bias settings in the bake tab. I can't seem to get a good value for the legs and the rest of the model, so I would suggest baking 2 sets of maps for each and then comping them together in PS later.
Values around these seem to be a good starting point for everything but the legs:- Distance 0.500 and Bias 1.000
And for the legs:- Distance 0.000 and Bias 1.000
You will have to tweak those value though...it's just a rough value for each
Blender baking tools are not awesome due to there being no projection cages, which makes this kind of problem a piece of cake to fix, so you will prob get better results if you baked everything in xNormal or separated all the parts for the low poly, baked them individually after finding good values for each part and then comped them together in PS later.
Also, If you are baking in Blender, you dont want to be using the edge split modifier, as it will case seams in the normal map. Don't worry about it though 
Blenders renderer matches the baker 100%, so even if the model looks like crap with a single smoothing group (no hard edges) it will look fine if you are rendering the final in Blender. If you are going to display it in something other than Blender, then you can hope that the tangent basis is close, but you will prob get a faster and better result using edge split and baking the normals in xNormal with a cage.
For making a cage in Blender for use in xNormal , I use this method.
- Make a duplicate of your LP mesh (without the Edge Split modifier applied)
- Add a solidify modifier to it and move it above the edge split modifier in the stack.
- Uncheck "Fill Rim" and check "Even Thickness" and "High Quality Normals"
- Change the "Thickness" into a minus number, so that it covers your HP mesh entirely
- Apply the Solidify modifier
- Go into Edit mode and select one of the faces of the outer most mesh
- Press CTRL+L to Select Linked
- Invert the selection and delete the inner mesh
- Go back into Object mode and apply the Edge split modifier
- Export the mesh with UV's and Normals
- Done!
Hope that helps!
Wow great progress everyone! This thread exploding in just the past few hours
Glad to see everyone is getting their hands dirty. Can't wait for updates!
-Jeremy-
Sorry about the cage thing...I missed a step out (Ctrl+L)
The bake looks like it came out really well, but the unity viewer is showing the Ammo Box from the first workshop.
Keep it up!
Hi guys! Well, as you can see, I'm getting a bad bake results, and I don't know why.
I supose it can be because a have less triangulation in the cylinder . I see the textures of my mates and them are better.
If someone can help me, I will really appreciate.! Thanx! 
Are you talking about the waviness? That is usually due to the low amount of sides on your cylindrical objects. The only way to remove that is to either increase the number of sides or paint it out in PS with the smudge brush. I would always recommend increasing the number of sides though, as painting out errors in PS like that is pretty bad form and much more work as you would have to paint it out an all your maps.




























Looks great man
Tons of fun! Can't wait to see how everyone makes the texture for this!
-Jeremy-
www.jeremybaldwin3d.com