Homework Submission – Week 3 – Vase B
@theluthier
Today’s work involved taking the current state of my high-poly vase and baking it onto the low poly version:
I re-did the low-poly UV maps after reverting my save in the previous update.
In order to bake the colour map I needed to bypass the shader and hook the colour node directly to the output, otherwise the bake would be affected by lighting which isn’t what I’m after.
The vase colour gets baked down…
…and so did the spice using the same method.
Hooked the texture up to both materials and now the low-poly model is the correct colour.
Next up was the normal map, now containing both my sculpted shape and procedural fine details.
Interestingly I had few issues with applying the normal map this time, even in regards to that dent from the previous updates – the settings that ended up working for me were Shade Smooth enabled and Auto-Smooth disabled for both the low-poly and high-poly models. Also featured is a third map for the Clearcoat value (mostly the same as the texture-painted version but applied to a slightly different UV map).
Which brings the state of my low-poly model to this. Overall I’m fairly pleased with how it’s gone so far, though the high-poly model showed deformation on the clearcoat from the sculpted detail while the low-poly normals don’t produce the same effect, so I’ll be looking into that soon. Week 4 is probably going to consist of working further on the details and generally improving the overall quality of the material, following my thoughts as described in the previous update.