3ds Max Tutorials: The Production and Sharing of "Sci-Fi Guns"(2)
The best render farm, Fox Renderfarm shares with you the production of a work "Sci-Fi Guns" which made with software 3ds Max and Substance Painter 2019 from 3d artist Zikai Wu. And this is part two of the sharing.
After the low-variability model is made, it is the job of splitting the UV. Before splitting the UV, you need to distinguish the smooth group first. My distinguishing standard is: the angle greater than 90 degrees is not separated, and the uniform smooth group is less than or equal to 90 degrees. Separate. Then there will be some large black parts after separation, which can be separated separately. When splitting the UV, first use the built-in tools to tile according to the smooth group, and then manually adjust some more complicated structures. When placing the UV in a straight line, try to keep it as straight as possible to facilitate the overall placement. The second is the allocation of UV space. The more important components will occupy a larger space, and the space utilization rate of UV should be maximized. Because most of this gun is symmetrical, half of the UV overlaps.
Here is the use of Substance Painter for baking. Before baking the Normal map, the high polygons and low polygons must be matched first. The edges of the model must be matched. The second is model naming, for example, the low polygon qiang01_low, the high polygon is qiang01_high. The low polygon export format is fixed.
What is worth noting here is the export of high polygons. If you use one time to export all models, it will take a long time. And there may be some small problems when baking the Normal map, and then you have to go back to 3DSMAX to modify and re-export the entire model, which will take a lot of time. After a test, I will split the model into several parts and export them separately for easy modification.
When you are ready for these tasks, start to use Substance Painter to bake textures, and use the PBR production process, import high polygons, set the parameters, select the matching method as naming, and bake a vertical normal first. The effect of the vertical normal baking is that the internal structure is clear, the small details such as screws are not offset, but there will be some defects in the edge, so it is necessary to bake an average normal to combine the two normals to retain their respective advantages, namely Keep the edges of the average normal inside the vertical normal.
Then you need to re-import this normal into Substance Painter for use, and you need to check again for any problems for the first time.
For small flaws like this kind of edge, you need to enter Substance Painter again to modify the normal edge.
After the normal problem is solved, we will bake the id map. To bake the id map, you need to select this option, based on the texture color. The main reason is that I used high polygon layers to give textures of different colors in 3DSmax. Then you can bake other remaining textures after you get the normals and id.
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