high poly uvs

I'm working on a project in which I have high poly and low poly shoes and I want the normal map of high poly details but I don't know that is this possible on my high poly shoes or not. Cause just look at the mesh I'm attaching below how can I mark sharp or seam :)   

  • muqaddas replied


    024-03-28 101447.png

  • muqaddas replied

    I want that pattern on my low poly 
    024-03-28 102546.png

  • Martin Bergwerf replied

    That is done by Baking the Normals from the High Poly onto an Image Texture and using that (with the UV Map of the Low Poly) to 'fake' those indents.

    There are many tutorials explaining the process in detail, just look up Normal Map Baking in Blender, or so.

    (This is a too complicated process, to explain here, sorry.)

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  • Adrian Bellworthy replied

    Hey mmuqaddas ,
    There are lessons within some courses that will guide you through the baking process...
    Here is one, Baking the Normals Lesson - Animated Sci-Fi Game Environment Creation Course

    As for where to place the seams, it's a good idea to place the seams where you see them on a real shoe. Take a look at the seams on your reference.
    You don't need to mark seams and unwrap the high poly, only the low poly, so when doing the retopology to create the low poly shoe keep this in mind.

    The Game Asset Creation Playlist will guide you through different scenarios and projects to learn the complete process.

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  • Omar Domenech replied

    Also it looks like you can achieve that with texture painting as well, it's just a bunch of duplicated circles. So if the normal map gives you too much of a headache, I think you can totally paint that detail in, it will require some patience though. 

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  • muqaddas replied

    Thank so much everyone can you guys rate my normal as I'm learning :) 

  • Omar Domenech replied

    Rate your normal? Probably a language barrier? 

  • muqaddas replied

    s

  • muqaddas replied

    sorry i forgot to upload the video its a low poly shoe and i have applied a normal map in its front part for that detail so is it fine?


  • Martin Bergwerf replied

    Hi mmuqaddas ,

    I'd say your Normals are wrong ('flipped')...the indents look like 'bubbles' (raised from the surface).

    Look at where the light is coming from and where the shadows are:

    Shoe_01.png

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  • Omar Domenech replied

    Yes I agree, there is a mistake in that. Also is putting the texture node to none-color data still a thing? Perhaps you also have to set that up. 

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  • muqaddas replied
    Thank so much yes you are right it looks like a bubble not a round hole i will try fix that :)