ai wrote:I just wonder, does the UV matters if you are going to bake normal from a high poly version, cause if so they need identical UV layout or it'll blow up.
I actually have never done such a thing before, created normal maps from high poly equivalents.
But still, unwrapping a halved version will probably be easier than the whole thing.
Yes it matters. A lot.

Heh.
The high poly does not need to be unwrapped at all. You can simply just halve it too and fit it over the unwrapped halved low poly, then bake it like thus.
But, you need to unwrap it properly or the results will be bad. I know that 2048x2048 material sets are the standard for normal mapped modern game resources, and if you use tiny UV islands instead of utilizing the entire 2048x2048 res area, you will still have a 1024x1024 quality texture or worse. It's important to keep the resolution of the actual used areas high especially in something as detailed as this gun (awesome high poly btw.

). One thing to keep in mind: The spaces between the islands in your UV's is
wasted space. They will still factor in the file size of your maps, while contributing nothing at all to how the model looks ingame.
For mirroring: it's not so much the ease, but the optimization. The only reason why some modern game resources are not mirrored is so each side can be uniquely textured (like lettering for example, on the chest of a character model), and even then, artists will cheat as much as possible by mirroring parts which can be mirrored without affecting the rest (the arms, the feet, the pants, the eyes, etc.).
For guns of first person shooters, that is not the case, since you rarely if ever see the other side up close. So they're usually mirrored as a rule.
And also, why is your low poly version so very low poly? Heh. Even nexuiz can afford much higher polycounts for the lowpoly, I'd imagine (our guns for our mod for example, average at 3000 polies). The closer the low poly versions are to the actual shape of the high poly (the tighter they fit together), the better. The normal map generated from the high poly projected into your current lowpoly would not be very good.
I'm still offering to unwrap the lowpoly for you halved and then give it back for baking (if you decide to not do any more changes to the lowpoly, and even then I can't guarantee it would bake well given the drastic difference between the two models). This would also mean resetting the pivots though (as the .obj model you gave me was off-center and rotated..

). You won't be able to work on it until I've finished unwrapping. And you will have to reattach any animations you have done to the new unwrapped mesh.
So... not ideal as well. You could try and bake it now with your current unwrap and see how it turns out first before spending more time with it.
As I've said, I've only done high poly to low poly once before, so I'm not much help sorry.

I find it difficult still and the generation of the normal maps itself will take hours if not an entire day depending on the complexity of the model. Also, for your first time high poly to low poly baking, it's recommended to build the low poly first before the high poly, I think. High poly first then low poly is usually reserved for more detailed areas of the models like faces for characters etc.
Anyway, I'm rambling. Sorry. Don't mean to sound pedantic.
