Sunday, March 31, 2019

Baking the Normal Map and Fixing the Normal Map

Image result for "do not" sign

I couldn't get the mesh from the exported 3ds Max file to show in Substance Painter. When I tried to import it as a new file, it said it couldn't import the scene properly, so I think there's an error with my exported mesh.

Exporting the Model


I now know how to export the model. I had to export it twice, but the second time I named the mesh SM_LP_Mesh_Cage so that we know the difference between the high and low poly mesh.

Attahcing the Mesh Back Together


The whole mesh of the is uv mapped and attached ready to be pieced like a puzzle into a low poly robot.

Unwrapping the Scoop


The base scoop is unwrapped and finished, and now to begin the process of putting all the mesh together into the final piece.

UV Mapping the Support


I unwrapped the uvs for the support, and now I get to start creating and then eventually uv mapping the next object.

Refining the Scoop


The base scoop is now refined and ready for the uv editing and unwrapping. How I refined it was I beveled some of the polygons to have it match up with the guide object, and then I shaped it the way it should be shaped.

Creating the Scoop Base Shape


The base scoop for the robot is created, and now the refining process will begin. After the refining process, I will unwrap it and it will be finished.