AR - 6W Armadillo

25 replies [Last post]
srivignesh35's picture
Posts: 35

Model Name : AR - 6W Armadillo

status : WIP (finished the highpoly model and going to make low poly of this tank and texture it . )
Highpoly model Duration :  11 Hrs 30 Min.
Polycount : 1111810 Quads
Software used : Blender 2.69 RC1 , Photoshop CS5.
portfolio : http://www.brightblades.blogspot.com
reference : http://concepttanks.blogspot.in/2012/08/ar-6w-armadillo-by-carlo-balassu...

Hope you like it, C & C Welcome.

JBaldwin's picture
Posts: 2162

Looks Awesome (As usual)!!! Promoted Laughing out loud
Can't wait to see this textured!

-Jeremy- 

angelia's picture
Posts: 160

Great work!!!

You must be a professor,Lol....

srivignesh35's picture
Posts: 35

thanks.

professor? me? ha ha nice joke..

Budello's picture
Posts: 54

Sri, TEXTURE IT! Laughing out loud

It's such an excellent model, it deserves textures! Laughing out loud

Portfolio: www.budello.com

makan_ansari's picture
Posts: 112

Awesome Work man!

srivignesh35's picture
Posts: 35

Thanks you sir, and will texture ASAP.

srivignesh35's picture
Posts: 35

UV Sheets

 

Finished the lowpoly and baking of this model.

Polycount : 21K tris (21150 tris).

steve_3d's picture
Posts: 91

Awesome bud! Can't wait to see the finished result! Laughing out loud

srivignesh35's picture
Posts: 35

hi friends,

optimised this model to 19K tris (19975 tris) for unearthy challenge.
Started the base diffuse map.
software : blender + photoshop

Uv unwrapping, baking and texturing for first time, so, please comment and critique.

 

 

 Thank you.

JBaldwin's picture
Posts: 2162

great start Smiling
The texture is only in it's base beginning phase I am guessing?

Can't wait to see progress on it!
Not sure if it is your ambient occlusion or your normal map, but something seems to be throwing the smoothing groups off a bit.

-Jeremy- 

metalliandy's picture
Posts: 3188

Nice work!

I think the main issue with the bake is that you are baking without any (or too few) smoothing groups/hard edges and because the tangent basis of the Blender and Marmoset don't match 100% it results in shading errors. The problem is that Marmoset expects the gradients in the normal map to look at certain way but Blender bakes them slightly differently so you get a mismatch and errors.

The best way to overcome this is to use hard edges in Blender around each UV island, but the downside is that you can't bake with hard edges within Blender because there is no option to use a cage so you will get bad seams. In this case you would be better baking in xNormal

To set the edges to hard go to the UV/Image Editor> UVs> Seams from islands and make sure 'Sharp' is checked in the tool properties. Then export the mesh as obj with  Bitflag smoothing groups, Include normals & Include UV's checked.

From there you can import the mesh into xNormal and make a cage via the and bake the normal map Smiling

Here is a quick video explaining how to use xNormal

http://eat3d.com/free/xnormal_overview

You will want to skip ahead to 15:00 or so to learn how to use the cage stuff

 

If you do all the above steps correctly you should get a much more compatible normal map for marmoset that has fewer gradients.

 

Hope that helps!

JBaldwin's picture
Posts: 2162

Awesome feedback Andy! 
I never knew blender baked the gradients a tad different than marmoset expects. Even though this problem might not exist in all software, I will log this away for possibilities in troubleshooting in the future.

Thanks again Smiling

-Jeremy- 

metalliandy's picture
Posts: 3188

Now that you mention it, Jeremy...

In actual fact it's quite rare for game engines to match bakers as there is no official standard tangent basis so Max, Maya, XSI, UDK, CryENGINE, Unity, Lightwave, Source etc. all use a different tangent bases which is why smoothing groups are needed generally. To illustrate what a massive problem this take the fact that even Max's baker didn't match its own realtime viewport render until 2 years ago or something. I still not 100% sure it matches exactly. Sticking out tongue

xNormal, Blender & 3dcoat all use mikktspace (and are all synced with themselves too), which is the most popular tangent basis, and it is possible to sync it in UDK when using fbx by using per vertex normal, but if you baked in max you could never get a perfect match, especially when using hard surface stuff.

If the tangent bases of the baker and engine match (a direct inverse of each other) then you could actually have 1 smoothing group for a mesh and the bake would look 100% perfect when viewed in game regardless of the strength of the gradients preset. This is because the engine would compensate 100% for them so you would never get any errors until you start using mips.

The reason why smoothing groups hide the errors is because the gradiation is reduced in the bake so the error, while still present, is reduced to a less visible level. The problem is that it costs extra to use smoothing groups unless you put them directly around your UV islands so it is give and take. Smiling

JBaldwin's picture
Posts: 2162

O.O!
For real? Wow, never knew that but it does make sense Smiling Here I am doing a ton of things to make my bakes perfect and I never knew why it was required. That is more than fascinating. The actual process of baking textures (The technical side of it) and doing the actual math to calculate a normal map has never really been an interest of mine. Seems it might be something that needs to be done though in order to better understand this underlying problem. 

Hm. A study on this might be in order. OR... possibly a short tutorial from someone, somewhere.... (ehem) could shine some light on this dark subject Smiling
Just sayin... Sticking out tongue

-Jeremy- 

metalliandy's picture
Posts: 3188

Haha Eye-wink

I might be able to come up with something in the future Smiling

srivignesh35's picture
Posts: 35

Thank you andy for the brief explanation.

I had seen some kind of fixing gradient using the temporary supporting edge loops and removing after baking. I will try that method and update the normal map.

Hm. A study on this might be in order. OR... possibly a short tutorial from someone, somewhere.... (ehem) could shine some light on this dark subject Smiling
Just sayin... Sticking out tongue

yes, want tutorial for baking and troubleshooting normal maps in blender, bcoz, i like to stick with blender.

Sure, there will be a way for that to bake hard edges perfectly without errors.

 

 Texturing : yes i only made some color blockout and going to start texturing from now.

 

srivignesh35's picture
Posts: 35

hi friends,

polycount : 20K tris (19975 tris)
software : blender + photoshop + UDK

Uv unwrapping, baking and texturing for first time, so, please comment and critique.

 

JBaldwin's picture
Posts: 2162

Great Update Laughing out loud
I feel you aren't getting a lot of normal map info because it seems you don't have a good specular reaction inside your shader. Can you post your UDK Shader tree?
Once the spec highlights the normal map, this is really going to pop!

-Jeremy- 

EduardoSalce's picture
Posts: 57

Great work so far Eye-wink

instg8r's picture
Posts: 109

Got some great work so far! I'd love to see the textures pushed even more! More grime/drips in the seams, blast falloff near the weapons, scuffs, rust near mating surfaces, etc. Have it tell a story of where it's been and what it's been through Smiling

Keep up the awesome work!

Katie Sabin

www.4dgames.us

3D Artist | Raven Software

srivignesh35's picture
Posts: 35

Her is an update











JBaldwin's picture
Posts: 2162

Great update! Smiling

One thing that immediately strikes me as an issue is:
Your reflection needs to go into your emissive channel. Not your specular channel. Try to look at some example shaders that have reflection setups. Or if you want, send me a private message with your UPK file and I will setup an example shader for you using your normal map.

Try to use the eat3d attachment system in the future. This will ensure that no matter what, your images will never break or show up missing due to another site and possible complications.

Thanks! Can't wait to see an update Smiling This is really starting to come along! 

-Jeremy-

Budello's picture
Posts: 54

Sri, this is absolutely gorgeous.

I've only one critique: so far, scratches are a little bit random. I'd like to see them with a little of justified direction, like from front to back or due to people walking on the tank to get in. What you think about it? Smiling

Keep on goin', this is gonna be badass!

Actually, is already badass, needs only some more love Laughing out loud

Portfolio: www.budello.com

srivignesh35's picture
Posts: 35

here is a final update




Hope you like it..

JBaldwin's picture
Posts: 2162

Looking really awesome!

That is quite a low tri-count :P 

-Jeremy-