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Old 02-07-2009, 04:42 PM   #21 (permalink)
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The top and sides are separate smoothing groups, and the UVs are also broken.
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Old 02-07-2009, 05:26 PM   #22 (permalink)
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Then I'd suggest having it one smoothing group over the top of the stock and no UV seams like so:


The 'messyness' on the output is the normal map correcting the low poly's smoothing, this is the favourable approach to normal mapping. Although in some areas you can't have continuos UVs so a smoothing group to break it from the rest of the mesh is needed. I'd suggest doing that for the holes cut into the side of the stock for example.

EDIT: Also make sure edge padding is set on your normal bake to about 3-5.
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Old 02-07-2009, 06:54 PM   #23 (permalink)
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Fixed it! It was a problem with the way the low poly was setup compared to the high poly, and I couldn't put them in the same smoothing group because of the weird triangles that were made from the holes.




Here's a little explanation of what I did, and why it works to fix the problem I was having.

Note: I didn't end up modifying the final mesh, just an instance of it I was using to bake the normals, so my actual mesh didn't change.
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Old 02-07-2009, 08:36 PM   #24 (permalink)
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Sweet, yeah it's looking good now, and cheers for telling us how you fixed it .
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Old 05-07-2009, 08:11 PM   #25 (permalink)
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Got the normals extracted, and a base texture down.
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Old 31-08-2009, 03:38 PM   #26 (permalink)
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Well, after a lont time of not being able to work on this, I've finally had a chance to do the texture!



Half-size texture flats:
http://img161.imageshack.us/img161/1058/maps.jpg

I'm looking for some critique on the texture at this point. Anything that I could do to improve would be great!
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Old 01-09-2009, 12:32 AM   #27 (permalink)
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The texture for the silver metal parts are way too cloudy, try to reduce some of that.
It's shaping out really well. It feels pretty dark at this point, I would suggest lightening it up a couple of tones.
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