Low and High poly normal painting

A short experiment- I did 2 quick tests. One object with hand painted normals in substance, with the low poly candlestick. One object with hand painted normal in substance, with a blank (smoothed) high poly mesh baked first onto the low poly candlestick. I have concluded, that normal resolution is greatly improved when painted onto a baked high poly normal map.

Without high poly mesh baked first:

Screenshot 2017-11-10 22.46.48

Colour ID UVs

For this test, I have taken my candlestick, and attempted to follow this tutorial, to apply colour ID to my UVs. After a lot of searching, I found that many tutorials were out of date, so I had a limited pool of knowledge to learn this, and I struggled. my first 3 attempts were all a disaster. I tried various UV maps, and struggled to get all of my objects onto one UV map. I successfully reached this point after a great amount of trial and error.

UV 4 (Whole object)

After following the tutorials again and again, I ended up with a very similar result, even though each attempt, I altered UVs, and even tried just using exact duplicates for high and low poly to make sure the colour ID applied correctly. None of this worked, and I took a break.

uv ATT. 1, 2, and 3

After a short break, I noticed that the tutorial only had one object for both high and low poly, whereas I had eight objects for each. I decided to combine all the low and high poly meshes into one high, and one low, before UV unwrapping, and after colouring the high poly meshes. I then followed the tutorial through with my two meshes, and was successful.

uv ATT. 4

Unwrapping my UV as a whole also made the branch unwrap a little more cleanly. I uploaded the un-painted .fbx to Sketchfab here, to show the new UV results. Although these are still a little messy, they are an improvement on the last attempt.

Screenshot 2017-11-09 13.39.13

 

I then imported my Colour ID map into Substance, and applied this, following this tutorial.

 


 

 

This week, I have come to realise that although I have improved my UV projections, there are still many issues.

These include;

  • Stretching of UVs which cause distortion
  • Low resolution UVs, even with a 4K map
  • An unclean automatic UV unwrap

Jon has pointed me in the direction of some helpful tutorials, so my next step will be to better improve my UVs, including learning about texel density.

 

Improving UVs

After my normal painting experiment, I realised that my UV was causing issues. I tried to correct this, by using a 12 plane projection map rather than 6.

UV att. 1, 2, and 3 map

This improved things slightly, and I was able to create a candlestick with much better normal detail, as it flowed better. I do, however, think that this could still be improved.

I did find that my textures seem quite low res, even though my maps are 4K. This is something I need to explore to find a way to stop this.

 

Learning normals

I decided to take the low poly wood mesh of my candlestick into Substance, to practice painting normals. I followed a simple tutorial  which helped me to understand how to do this, and I realised I didn’t have the brush I wanted. I needed a simple straight split, as driftwood often has this, and little other detail due to it being smoothed by the sea. I followed this tutorial, and created my own alpha brush to use.

I then applied a material on top, and adjusted the settings to make it look more like driftwood. I realised during this process, that my UV was really messing up my normal painting and textures, so this is definitely something I need to look into next. I feel as though I successfully learned the basics of hand painting normal maps inside substance painter.

I am pleased with the result, though when I checked the UV, Sketchfab made it clear how strange my map is. this will be my next task.

Screenshot 2017-11-06 00.13.15