WORKSHOP #2 - Ornate Table

31 replies [Last post]
metalliandy's picture
Posts: 3188

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!

JBaldwin's picture
Posts: 2162

Looks great man Smiling Tons of fun! Can't wait to see how everyone makes the texture for this!

-Jeremy-

Jet Pilot's picture
Posts: 153

i got an invalid normal index trying to import in Max

Environment Artist Portfolio

metalliandy's picture
Posts: 3188

Jet Pilot wrote:

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?

caffeineadic's picture
Posts: 34

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.

initialtestrenders01.jpg test01_resized.jpg uv_512.jpg
metalliandy's picture
Posts: 3188

caffeineadic wrote:

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! Laughing out loud

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 Smiling

caffeineadic's picture
Posts: 34

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.

 

wires.jpg
JBaldwin's picture
Posts: 2162

Great start! That bake is looking solid so far Smiling

-Jeremy-

caffeineadic's picture
Posts: 34

Low poly wires and more test bakes - I am at 3000 tri's at this point.

 

wires02.jpg testbakes02.jpg
metalliandy's picture
Posts: 3188

Nice bake! Smiling

Cant wait to see more!

Aaronh's picture

wow, trying to reduce this down to 2k is hard Sticking out tongue

metalliandy's picture
Posts: 3188

Aaronh wrote:

wow, trying to reduce this down to 2k is hard Sticking out tongue

Thats the idea! Laughing out loud

JBaldwin's picture
Posts: 2162

Nicely done! Lets see that bad boy textured up >:)

-Jeremy-

caffeineadic's picture
Posts: 34

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.

steve_3d's picture
Posts: 91

I'm here again!! 

Ufff It was a bit hard get less than 2k triangles! Laughing out loud Now Unwrap!!

ornate1.jpg
caffeineadic's picture
Posts: 34

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.

 

tablemaprenders01.jpg
metalliandy's picture
Posts: 3188

Nice work guys! Smiling

I'm impressed Steve! Looks awesome Laughing out loud

 

caffeineadic wrote:

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?

xenop's picture
Posts: 74

He guys.

Done Moddeling.

1992 triangles.

Going to unwrap and bake.

Greetz Xenop

wireframe.jpg
metalliandy's picture
Posts: 3188

Awesome work, xenop! Looks great Laughing out loud

caffeineadic's picture
Posts: 34

Ya, it is Maya and it is tri's - I have 2 meshes in the scene, both are 2000 tri's.

redfirm's picture
Posts: 2

Wassup guysss,

i thought i share my progress, currently on 2016 triangles, so still more polishing left to do

 

untitled-2.jpg
metalliandy's picture
Posts: 3188

caffeineadic wrote:

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 Smiling

 

redfirm wrote:

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?

redfirm's picture
Posts: 2

here is the wire and i redid the feet to get my polycount to round 1636 triangles,

untitled-2.jpg
xenop's picture
Posts: 74

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

error.jpg errorbake.jpg
metalliandy's picture
Posts: 3188

redfirm wrote:

here is the wire and i redid the feet to get my polycount to round 1636 triangles,

 

Looks great Smiling

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 Smiling

 

xenop wrote:

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.

xenop's picture
Posts: 74

Hee thanks for the help. Here is the link to the file

http://dennisjongmans.nl/TrainingShowOff/CoffeeTable/CoffeeTable.zip

greetz xenop

metalliandy's picture
Posts: 3188

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 Smiling

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!

JBaldwin's picture
Posts: 2162

Wow great progress everyone! This thread exploding in just the past few hours Laughing out loud Glad to see everyone is getting their hands dirty. Can't wait for updates!

-Jeremy-

xenop's picture
Posts: 74
firstbake.jpg firstbakenrm.jpg firstbakeao.jpg
metalliandy's picture
Posts: 3188

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!

steve_3d's picture
Posts: 91

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! Smiling
 

fallo1.jpg lp_ornatenormalsmap3.jpg lp_ornatelightingmap.jpg
metalliandy's picture
Posts: 3188

steve_3d wrote:

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! Smiling
 

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.