Hi guys:
I’ve been working over the last few days to correct most of the funky stuff I had happening in the test bake - one thing… my observation about UV’s and the DCC pipeline [previous post] as a “crazy trip into the unknown” in terms of both error checking/issue resolve and such like - sooo… true! I think [extended pause… tentative exhausted laughs]
Anyway’s back on topic:
2 - Normal Mapping the M4 Colt Carbine Assault Rifle
The second stage in applying textures to the model by process of a ray casted 2D projected image/normal’s of the high resolution/geometry 3D model onto the low/medium poly’s surface which will result in a [hopefully] real world CGI “skinned” representation with all the “lumps n bumps” to the viewer.
As mentioned above I error checked and attempted viable solutions, however not all the mistakes were corrected by any means - but for the sake of self imposed timelines and my faltering sanity I invoked the “near enough is good enough” principle lol…
Ocky Docky then: the following lists some corrective options employed and error’s found -
- a. Sub-Surf modifier was set to render at render time
- b. Some smoothing groups did not have Shade Smooth applied
- c. Projected ray mist: yet to resolve - primary region of concern perforated barrel jacket [will modify hi-poly mesh geometry at a later date + some post painting in photoshop]
- d. Right angled hard edges: yet to resolve - will taper/bevel/ to enable a smooth edge
- e. Reduced Bake Bias to correct projection errors
- f. Reset Bake default margin 16 to 2 and checked Selected to Active in bake to enable increased projected detail
- g. Marked/Cleared/deleted UV seam’s or UV splits
- h. Baked separate meshes - unchecked Clear option in bake properties to mitigate detail loss in both Normal/AO
- i. AO bake set Samples to 20 to increase hi-res detail
- j. Modified both Hi - medium poly objects geometry
These fixes can be seen in fig: 1 - there are still area’s of mesh tension/distortion,geometry mostly so I’ll attempt a fix in post - on the whole my opinion meh… a cleaner pass than the previous test bake.
fig 1: M4 Carbine - Normal “Cleaned”

To validate the projected detail from high to medium poly the GLSL shader was enabled as seen in fig 2, my aim has always been from this test M4 WIP exercise’s inception is that the gun “looks” the real deal in game to the player, to some extent I think this has been achieved.
fig 2: M4 Carbine - Normal GLSL

Next I baked out an Ambient Occlusion map fig 3, to illustrate regions in shadow - really cool, as a self taught portraiture artist/painter I appreciate its “arty painterly” characteristics - awesome!
fig 3: M4 Carbine - AO

The inclusion of the ao and normal in GLSL fig 4 enhances the shading qualities of the M4 I think - a baked colour or Diffuse map plus Full Render were also created for future use.
fig 4: M4 Carbine - Normal/AO GLSL

fig 5: M4 Carbine - Full Render

fig 6: M4 Carbine - AO/Normal/Color/Full Render Maps

The next update will be the detail normal created in photoshop v cs6, this will be the M4’s battle grunge default gun metal or camo I’ve not decided on the final design - the source file has been updated, till next time.
Cheers 