Tuesday, October 23, 2012


Blog updates were temporarily delayed as I ended up getting cast as a costumed character at Naper Settlement's All Hallows Eve event last weekend. Lots of fun!

So, now for an update. :D

This is now 95% baked, and I'm looking forward to finally starting some texturing. I've been putting a big focus on smoothing groups and cages in order to get the best bake results, and there were a lot of interesting shapes in here that were a great learning experience for proper baking.

If anyone really wants a good understanding of how to get perfect bakes every time, check out Earthquake's many posts on polycount.com. Here's a good example: http://www.polycount.com/forum/showthread.php?t=107196


Here's the wireframe and non-textured model. Right now it's coming in at about 12,000 tris.

Finally getting to texturing. Starting with curvature and AO:
Quick update as I start to work the textures.


  1. Yo Mike! I was checking out EQ's polycount post too! would love to see the wireframe your model to see what's going on. It's looking awesome! :D

    1. Just posted it up for you! Major rules of thumb - I'm trying to avoid 90 degree angles in my mesh by using bevels. Where I do have them, I make sure they're hard, seperate the uv's there, and use a cage. (If a cage isn't used the rays shooting out via on normal direction will completely miss the corners and give a big ugly black seam)

    2. this is awesome! Thanks Mike!

  2. could you please post an example of your mesh baked without a cage?

    1. I baked everything as its own piece - I can get a shot of one of the pieces, but in the meantime this picture visually explains the issues pretty well:
      1. Correct, averaged cage is used & UVs split at hard edges
      2. Broken, averaged cage is used but UVs aren't split at hard edges
      3. Broken, UVs are split but cage wasn't used
      4. Double broken, no cage AND UVs aren't split at hard edges