Friday, November 15, 2019

3D reflection 8

The next stage was to unwrap. I used the symmetry tool for a lot of the objects in the scene to increase efficiency and to utilise packing space better. There were elements of the unwrapping that I found particularly difficult to solve, such as getting a clean peel of the face. To solve this I adjusted the settings in the pelt tool, changing the areas of relaxation from the outside vertices to the centre. This seemed to solve the issue of overlapping vertices on the edges and with the eyes. I also had to unwrap the ears separately to avoid collapsing vertices and for a cleaner unwrap. I used the texture checker often to ensure that the UVs were not stretched in places. 





Once I finished unwrapping I made some slight adjustments to the position of the hair at the front. There was an area where the ends of the hair were visible at the side of the head so I needed to adjust the hair at the front to remedy this. I had to ensure that I was moving the high poly counterpart at the same so that the bake would come out correct later on.




Once this was complete I took it into Substance painter to bake the mesh maps, but I had not assigned a material to the separate UV maps, which resulted in an overlapping bake as everything was on the same material. Therefore I went back into Max and assigned a material to the correct UV islands, and then re-exported it into Substance.


This time the bake worked, but there were issues with some of the AO maps. I managed to fix most of the issues by adjusting the size of the baking cage, but there were problems with the eye areas, mainly due to the method of unwrapping the eyelid area separately to avoid collapsed UVs. I will try to fix this as I continue with the project to avoid poor texturing issues.








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