NI-408 Robocop Gun
Project overview:



Development time: approximately 47 hrs.
Texture size: 2048*2048
Poly count: 1844
Triangle count: 3508
Description:
This is one of a very first hard surface model I made.
I went through many iterations and I learned a lot about baking. This is my first time baking normal and shadow map in Marmoset.
Texture size: 2048*2048
Poly count: 1844
Triangle count: 3508
Description:
This is one of a very first hard surface model I made.
I went through many iterations and I learned a lot about baking. This is my first time baking normal and shadow map in Marmoset.
UV layout
Textures
POST-MORTEMS:
What went well
What went wrong
What I learned
- I did well with the high res model to make sure that it has enough detail to bake to the game res
- I used Marmoset to bake normal and shadow map this time and it made my normal and shadow map look a lot better than baking in 3dsmax.
- My game res model has a good polycount. I started it off as a very low poly model and then add more geometry to the sharp angle so that it can receive data from baking.
- The materials creation went quite smooth. There are material separations between the gun body and the grip where the grip material is softer.
- The cavity map helped a lot with a hard surface model. It really made the piece look sharper.
- When I packed UV, I placed UV islands that have the same material close to each other, so it was easy to texture
- I used mask when I textured so it was easy when I need to fix any texture.
What went wrong
- There’re still sharp angles in a game res model which cause problem when baking the normal.
What I learned
- Marmoset is very powerful at baking and I should utilize its feature more.
- I need to be more careful with the sharp angle in a game res model because they can cause problem with normal bake. This can be solved by adding more chamfer edges.