Hello,
I have noticed that this element remains visibly not smooth (quite far from the arc shape) for the rest of the class:
same situation happens for the back of the grip I believe. I can see that bevel modifier is used heavily in this "modelling flow/method". Any chance it can be combined with subsurface modifier? Maybe it is not recommended or maybe nature of the FPS gun asset does not require such a level of the detail?
Thank you,
Jacek
Hey Jacek, good question! That's one grey area where it's up to personal preference. If you smooth it with subsurf and then bake, you'll notice artifacts when looking up close (since the geometry no longer lines up) but it will look smooth from far away. I chose for it to look better up close, but if you'd rather try adding subsurf, that's totally doable as well.
Hello Jonathan,
I would like to state that I have not gotten to the "Normal Napping" portion of this tutorial yet.
Could you please explain your answer in more detail? As far as I understand High and Low poly can never line up, right? So what is it that causes issues with SubD? Also aren't "cages" meant to help? Would different baking tools be better? (e.g. XNormal, Substance Painter).
Sorry I am just getting into normal mapping... and IMHO it is way more difficult than I imagined. It seems so simple but I have also watched your intro to normal mapping and it seems like you have to go through great lengths to get a good result... and even than it doesn't look that "good" which is "relative" I guess.
Thank you for your time,