Early on I ran into some problems while baking the normal maps, my first attempt resulted in some extremely odd looking normals, areas from the high poly were projecting into the wrong places on the low poly, and some were even on the back of the model while they were meant to be on the front. I also got some painfully jagged edges from my first projection which just looked horrible on the model when rendered.
Here are a couple of renders of what the model and Normal map looked like:
As you can see from the images above, this was not good, I ran through different fixes for this problem and came up with this: moving the model pieces so that the projection cage of the model did not collide with other parts of the model.
Here is what the model and cage looked like after I moved about the separate pieces:
After doing this and re-projecting my normals it gave me a much better normal map as a result.
Here is the second normal map I rendered:
And this is the result I got when rendering my model in 3ds max:
Diffuse Map
I had some time last week to begin work on my Diffuse colour map, so far I have laid out the Uv's and started working on the belt and the gun holster, I have also placed a "skin colour" over the face and arms and will add more detail to these in the coming weeks.
Here is what my Diffuse map currently looks like rendered on the model and in Photoshop:
In the coming weeks I shall focus on completing my Diffuse colour map, I also plan to do a specular map and bake an ambient occlusion map for my model as well.
-J.W