Forum Archive › COLAB2021 – WIP – lexicolopolis
@lucky I’m using 2048 cause that’s the current permitted size for us. But I should probably rebake everything 4k and reduce the size after the fact.
The puckering isn’t terribly surprising when you think about how the maps work, and would probably look better as displacement because you get more control over the level of depth. The cracks I have are inset really far and sharp compared to the other details, so striking a balance is kind of hard with a normal map. Notably, combining the normals with AO attached for height yields noticeably better results.

Still working. Will try to have this properly submitted by Tuesday.
Everything is baked except the outer rings. I need to remodel them, and thus I don’t want to move on to painting quite yet. There are two problem areas in the normals that need fussing with still.
I painted one piece to submit as proof of concept.
At 2048 pixelation is still pretty bad on the normal maps, but it hides in the paint pretty well. Using AO in the strength node softens the harshness of the pixels. But then that’s a whole extra map being used.
I’m posting this now because I don’t think I’ll have a chance to finish today, but will update this post when I have the time to finish.
Just finished baking the normal map. I think 2k is acceptable but I’ll probably make a 4k for the beauty shot.
@lucky It looks amazing! I’m pretty torn with where I’m at. I really want to start all over. I’ve learned a lot about this entire process and what works and what doesn’t.
There’s a number of things in my model that have slowly become a mess. I had intended to use some nails, bolts, and brackets in places, but the way i busted the wood up in sculpting makes them not work anymore. I could maybe save myself by retopologizing the sculpted pieces combined with the extra hardware, and bake onto that.
I’m guessing that my bake results are subpar partly because the lowpoly should be retopologized to fit the sculpts better. I think it further suffers from there being more parts taking up real estate in the UVs. Which would also be solved with retopo.
But my work schedule has picked back up, and your model is immaculate. So I really just feel kind of defeated. Will eventually finish just for the sake of finishing. 🤷♂️😭😅
@lexicolopolis Thanks! It was a bit of a struggle because my model was just too high dense. In total my file was almost 5gb. So it was a lot of waiting.
You could just add some nails and bolts on top of your sculpted model add bake them into your normal map. That’s what I did. I also retopologized my rocks, you could do that with your model and the bake will improve a lot.
Always finish… the learning experience is what matters 😊👍
Wanted to update so that no one thinks I’ve given up!
Went back a few steps, but tested my new methodology and it all successfully bakes way better.
Need to resculpt some things, but that should be pretty rapid at this point. I should be all caught up and finished by tonight or tomorrow morning.

Looking good @lexicolopolis 👍 Kind of odd about the pixelation in the crevice details…not sure what’s causing that. It looks to be OK once all textures are applied.
Please sync your .blend and textures to Google Drive when you can! I’m eager to add it to the assembly 🙂
Woooooooo pine wood derby!

@theluthier After I take a nap I’m planning on finishing this up and syncing. Sorry that I’ve avoided it so long, it just feels daunting for some reason.
Still working.
Staining wood, adding grain sculpt, latticing rocks.
Then combining everything to remove all the excess geometry from using duplicates.
More to come soon….
UPDATE: I synced a master file. I’d like to optimize the geometry more but I probably won’t have time. The changes I’ll get done today will all be in the texture maps. Though I might tweak the rocks more. They look weird in the assembly lighting.
Looks great, alot of improvements. Bake looks much better!
Beautiful, but… it has to turn to the other side. 😁
(The same thing happened to me)

(Struggling to get the lighting decent on there though)
Well, it’s been a wild ride everyone.

Files are synced.
It could be optimized a lot more, but I’m generally happy with it’s current appearance. If I find time I might go back and rebake everything into an even further optimized mesh. My original thought was that doing things this way would give me more texture space, which it does, but at the cost of a loooot of geometry. It can be instanced from very few parts though.
Special thanks to the wheelheads ( @lucky @ladymito @rationalrats ) for all your feedback and support!
If anyone wants to follow me on IG I’ll follow you back. I’d love to see whatever y’all work on next! https://www.instagram.com/p/CObE4-KjSB5/?igshid=1llq6vkmgu42v
Looking forward to seeing the end result of the project!
Looking good! It was a lot of fun to work with you all on this project. I still have some work left to do with making a nice render. I’ll probably post it this week. After that, on to the next one :).
@lucky Tag me in your post when you do and I’ll check it out! I just copied my compositing nodes from a different project and quickly threw some lights up so i could post something. Hahah
@lexicolopolis I’ll do that! When I saw my model in Kent’s file it already looked so much better.
Turned out really well.It looks so good. Your energy and persistence has paid off at the end 🙂