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Old 28-11-2009, 01:48 PM   #11 (permalink)
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floaters are simply seperate elements which 'float' off the main block without having to cut them into the mesh and worry about sub'd errors I found a quick tutorial which explains them although im pretty sure a better one exists on this site somewhere Using Floating Geometry When Baking Normal Maps
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Old 28-11-2009, 03:11 PM   #12 (permalink)
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Quote:
Originally Posted by myles View Post
I would model them in a different mesh to begin with, then when baking put all high poly meshes into one mesh. Also remember to use floaters where you can, they will save you lots of time.
By "Floaters", he means to use separate meshes that just intersect with another mesh (instead of modeling them INTO the mesh). This saves you uber time, and can be quite helpful when used properly.

Remember to define the intersection somehow. Usually, I like to use another mesh to sell the intersection. Example: If I was putting a bolt into a piece of metal, I wouldn't model the bolt into the mesh. I would model the bolt separately, and just push it into the metal face. To sell the intersection, I would model a washer separately and put that inbetween the bolt and the face.

The greatest "floaters" are the ones that can be duplicated and used all over (bolt, screws, horns, spikes, chain link, chain mail, etc). Just be careful not to get carried away with it like I did on some of my earlier models :P

BEFORE baking your normal map, just combine the separate pieces of geometry into one mesh.

Hope this helps
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Old 28-11-2009, 09:33 PM   #13 (permalink)
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Thanks for the info guys! I understand now. I'll go at it tomorrow, right now I'm too tired! :P
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Old 29-11-2009, 01:25 PM   #14 (permalink)
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You don't need to combine them all into one mesh before baking, you can add multiple objects in the projection modifier. That way if you are using instances (which you should) you can change them easily without having to load an earlier file or worry about undo working.
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Old 01-12-2009, 01:09 PM   #15 (permalink)
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Hey. Here's my high poly so far.. I know it's not really alot of details, but I just haven't had the time :/ And I don't wanna overdo it since it will be my first try with xnormals. I'm realising it will be hard to finish in time, but I've allready learned some new stuff, (thanks guys!) and if I can get a good normal map bake it will be the first time :P I have one question tho.. Does crease work when making normal maps, or should it be avoided?
Oh, and btw.. Did I get the floating geometry right or did I totally misunderstand? :P

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Attached Images
File Type: jpg High poly 1.jpg (121.3 KB, 15 views)
File Type: jpg High poly 2.jpg (80.9 KB, 10 views)
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Old 06-12-2009, 06:41 PM   #16 (permalink)
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Thought I should put my final result up here. I didn't bother to submit it because I was just not satisfied with the result.. kinda ran out of time :P Learned some new stuff tho so I'm happy!

Anyways.. if you guys see anything that can be inproved for next time I would love to hear it!
Attached Images
File Type: jpg Screengrab.jpg (263.9 KB, 25 views)
File Type: jpg Diffuse.jpg (223.3 KB, 6 views)
File Type: jpg Normals.jpg (117.1 KB, 3 views)
File Type: jpg Spec.jpg (177.8 KB, 3 views)
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