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Let’s remesh the object Shift + R
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Game dev TV spec
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to smooth the mesh
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click and rag to the side
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We start with the sharp brush, very small size
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notches
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the MAT caps can help viewing better the sculpting works
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select stroke in the brush options
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we can also stabilize the stroke option
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the red line stabilize the stroke of the brush
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radius is the length of the red line
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rename the beam Low poly lp and high poly hp
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bring the beam one on top of each other
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we can also select the pair and then ALT + G to remove any movement
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let’s mark the seems
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With the long beam we need to optimise our uv islands
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we need more seems
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we now create a uv map atlas
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add-on UV pack master
I could also use smart UV
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Let’s create a new material
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create a new image in the image editor
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we want to bake our texture on that black square
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select the lp short beam and hp short beam. keep the lp as main selection
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finally press “bake”
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baking process starts
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save the texture
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if we choosed 32bit texture we then need to select the file format to targa or openexr
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we have now got the hp texture baked onto the lop poly beam
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there are some sharp lines over the edges
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before baking we need to shade smooth both the low poly and high poly objects
when bakin the second texture of the atlas deselect clear image otherwise the system will delete the first baked beam
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with the second beam we are getting some strange results
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those green areas are where the hp beam is breaking through the lp beam
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extrusion and max ray distance help to solve this problem
The low poly is casting rays to the hp to check the texture
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extrusion 0.02m is fine in this case
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Now we bake a special texture for cavity
We select the hp beam and create a new material and a new node called geometry
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add a color ramp in the middle
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magic number
black = 0.4
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white = 0.6
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to bake the cavity we need a new texture otherwise we would risk to bake on top of the normal texture
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I need to add this texture to the low poly beam before baking
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make sure that the node is selected before baking
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Bake type needs to change to diffuse
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we go back to hp beam and deselect Direct and Indirect from the Influence option
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Instead of diffuse we can use the Emit option as baking type on the hp beam
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Before baking we select the color ramp and Control + shit + click left
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Now we can bake the cavity. Select the hp beam and the lp beam ( this one must be active) and be sure that the cavity texture is selected
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Once the normal and cavity textures are baked then I don’t need the sculpured beam anymore so I can hide them
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we add a mixRGB node
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wood color plus set the factor to zero otherwise we won’t see the color
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select Overlay mix
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