@Arty said in Rypley's Hangar:
just some small tips or info.
beign on DX for normals and in tangent color space is the thing for normals and BMS. blender is on OpenGL by default iirc.
high poly model on the high-low poly workflow doesn’t need uvw unwrap or mapping at all at least with substance painter (hope it’s the same for blender).
Using substance painter , again without actual knowledge on blender texturing, is quick, it helps with some anomalies or errors to be discovered in the transition and baking the basic maps from PT (PT=substance painter) also helps alot to find such hidden issues or have a great result.
The negative on the high-low poly workflow, is more time on the model and very good organization in order to be able to make changes if needed afterwards so not to search in a mess and mostly important to have a clean project as all this work will pass to BMS eventually and someone else in the future might have to deal with your model, so it must be clear in order to find his way in that.
using the High-Low poly workflow gives a great potential for more detailed models while you save triangles. But it introduces an important factor which is Texel-density. This is even without the term known to artists but with this workflow it comes even more important. So you might save tris in the model but in the UVW real estate you need more pixels, so your uv-islands (parts of the uvw of the 3D part) you must make them bigger , or increase the resolution or brake the texture from 1 to many. Here kicks in TexelDensity. This can assist if used correctly to determine Texel Density for your model parts and separate them to texel density groups and have an acceptable for u result without for every part going back and forth to fix things and maybe at the end to have to redo everything from scratch and save time.
Another important thing has to do with non English creators that use their native language to name parts in the 3D model.
So please use English and easy to understand names, example not “the upper thing” or “leva” or “changer” or whatever native word besides English.
If u ask well what we do with multipart objects? easy “piston-main” “piston-main-1” “piston-main-2”. I know it sounds harsh but besides future guys will also help you on a very complex model.
Thanks for the recommendations Arty, I do appreciate them, Will do on the last tip so my posts become clearer
PD: yes, you do need to UV unwrap on blender to bake normals, tedious but it helps to already have the means to do a rough sketch of the model’s silhouette in a small file so i get to know ‘what is what’ when I’m on PT or PS.
But I’ll try the workflow with PT as the normal baker to see how it goes, maybe I can even paint the models and import them to blender with textures already, I’ll have a go at it.
@qawa said in Rypley's Hangar:
You have teached me how to use PT, and I still not using Blender… so what you recommend to Rypley is the best! … our BMS community will have a perfect F16A, so I can abandon my idea of converting a half-built, incomplete cockpit, and I would need permission from the 3D modeler to distribute it… I can’t reach him anymore via email… At the moment I’m dedicate my time to a new project for 4.38.
The work Rypley is doing is wonderful, I open this thread every time to see his progress !
Rypley… if you need material photos, manuals, or anything else feel free yourself to send me a PM !PS: I finished editing the post now !!! lol
Thanks!! Will definitely PM soon