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Dev Blog #13: From High to Low

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Stroke

Member
Looking very nice and detailed, nothing to say against it. You will have a hard time baking it down to a nice normal map though, simply because the edges are way to tight on that high poly and won't get picked up in the baking process all that well. Means a whole lot of less edge definition in the low poly in the end, which is sad, simply because a lot of the hard work and detail will be missing.

This small pic by good old racer445 shows it pretty well:


Otherwise as I said, very nice work on it!
 

Stroke

Member
It's a pretty nice job detailwise, you'd want to revisit some of those edges on the high-poly model though. They're way too sharp and will never bake well onto the normal map, which would be a shame with a model that detailed! Good old racer445 showed it pretty nice here:

 

volcol

Well-known member
I'm pretty sure Frankys work flow will compensate for all of this, when it comes to the unwrapping and baking. While it's a valid point - the edges that are sharp on the model and quite sharp on the real thing, and we don't want to add soft edges where there are non - just for aesthetics.
 

_Franky_

Well-known member
Thanks for the concerns, but my current bake is coming along splendidly. We had discussed the same issue internally before we posted this. :p

So not too worry, I am working on fixing control edges as I am baking it, at least wherever it is possible. The screenshot you posted uses a very simple mesh so of course it is easy to move control edges away from corners. But once you deal with something more intricate, it becomes much harder to simply move control edges like that.

I'm doing my best to make the low poly shine as much as the high poly ;)
 
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Stroke

Member
Thanks for the concerns, but my current bake is coming along splendidly. We had discussed the same issue internally before we posted this. :p

So not too worry, I am working on fixing control edges as I am baking it, at least wherever it is possible. The screenshot you posted uses a very simple mesh so of course it is easy to move control edges away from corners. But once you deal with something more intricate, it becomes much harder to simply move control edges like that.

I'm doing my best to make the low poly shine as much as the high poly ;)
If it works out for you I guess it's fine, I'm just talking from my experiences. I'm quite sure on a model like this it gets harder and harder to loosen up the edges. And it's not that I don't get that the shape I posted is a lot easier than a full MG, it's just that the technical background of baking makes it hard to pick up very hard edges in the process, that's why I always do my edges softer than on the real life model, because it translates a lot better to the normal map.

But everyone the workflow that works best for him :)
 

_Franky_

Well-known member
I do appreciate the feedback :) Thanks again! As I mentioned, I am doing the baking right now and checking how it looks in the engine, so I will see where I can loosen up the edges some more. Cheers!
 
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