

This helps me make a more interesting view of the model. I do it to get the material distribution scheme. No idea how to fix it, but I just have to turn off triangulation for this texture set.įirst of all, I create folders for the different materials I see and place there some simple ones, like metal, green paint, rubber, fabrics, etc. I found out that this happens because of triangulation. Sometimes when you import your model to SP, it breaks the shading for some model parts. To find the necessary parts of the model when grouping high poly, I usually do this: turn on the random color of the matcap in the viewport and hide/reveal the HP to see what I missed. Always name the groups right to use the QuickLoader option in Marmoset, this will save you tons of time when re-importing the fixed model (you will do it thousands of times before you get the result, believe me ).

The point is that bigger elements usually use proportionally bigger cages than lower ones, and sometimes it's really hard to set up an average cage in Marmoset later.Ģ. I divide the low poly model into groups starting from bigger elements to lower ones. To reduce the pain, I use several tricks:ġ. When you have as many elements as here, this is a real pain. The idea of baking is to separate all the models into different groups that will not intersect with each other and to do this for both low poly and high poly models. Usually, I hate it (so messy and problematic). These little handles seemed identical, but AO was totally different: It should not only be identical by form but also have the same (or close) AO. I do this step now because who actually wants to unwrap the unnecessary duplicates? We will come back to them later, after baking.īy the way, when you think about making some specific element an overlap, you should always think about Ambient Occlusion. I find everything I want to overlap on the UV, attach it to a separate object and hide it. When I'm happy with the rough numbers, it's time to finally start the UV.īefore I start cutting seams, I always go through the model and look for identical elements, they will be the actual overlaps on the UVs. For this, I make the automatic UVs and check the TD.

Then I try to roughly cut the model into several logical parts with something close to the planned TD. In this case, it was around 600px/m in 4K resolution. First of all, I pick a rough texel density to aim for. When the low poly is done, I start making UVs.
