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