Hello all!
My Mauser C96 project is slowly coming along. The last couple of months have been pretty hectic, but I recently managed to land a job at Mighty Canvas which I'm having lots of fun with! But now I finally have some time to work on this bad boy!
I finished the lowpoly & got the bakes to a point I'm pretty happy with for now. Also started with some basic materials & presentation, but there's a long way to go for sure :P
For this project I wanted to explore a locked-normals workflow to get cleaner bakes. I've been exploring MigNormalTools for Maya, and with a little tweaking I've gotten some nice results. The main reason for using locked normals is so that I can avoid normal-gradients on flat areas. I recognize this isn't that important for artstation weapons, but I wanted to practice the workflow for my production work. In game you can sometimes get issues on normal map gradients when the texture is mip-mapped. So I generally think it's a good practice to have in your tool belt. I also think it's pretty satisfying to bake a clean normal map. But maybe that's just me haha.
Anyway, here is an example of the receiver, where I locked the sides to point directly outward. This ensures that the flat areas will have a perfectly flat normal color. Now, most normal information is constrained to curved areas.
That's all for now, hopefully I can get this out in a reasonable time frame.
Cheers!