Wherever you have a sharp edge in blender, there must also be a UV seam (but you don't need a sharp edge on every seam). Also, don't use the edge split modifier on the exported mesh (delete it before exporting). Just make sure to check "Smooth Groups" when you export as .obj (this will convert your sharp marked edges to…
I'm still trying to figure out how to input map for high poly model with no baked normals. In the graphic below you can see different input and their result in dynamask (sharp and Huge). I used the sample AK gun for these test. On the left, the input is a normals(baked from high poly) . And below it, the 'Huge' mask that…
Where everything starts and nothing* ends. --- Welcome to my digital sketchbook! Since I passionately specialize in 2D concept art and illustration, such works will likely take center stage. But my interests branch into countless other creative fields, such as digital (and traditional) 3D Modelling, Sculpting and…
if i can say, well done, otherwise if you wanted to push things a little more i always liked the more exaggerated look and such that play on more depth and sharpness to say the clothing wrinkles. otherwise this is getting there for me, yes about front page stuff, some of us do not get extra help and only have ourselves to…
Hi! Blender has a Triangulate modifier (keep normals option to preserve shading), which makes it easy to work with quads and triangulate on export. I recommend triangulating to ensure topology (and as a result mesh shading) is the same across softwares. Since you shared UV layout, I'll note that there's a lot of unused…
After everything was finished, I have to go through piece by piece to clean up topology. Previously I used a lot of sharp edge to clean up the model but since I have to cut seam on every edge with sharp it made the uv map into quite a mess. This time I use a combination of sharp edge and chamfer/bevel to create a more…
I think you model is looking good so far, the problem is it is not consistent. In some areas you have very sharp clean details and then some other areas it kind of seem muddy. I think you should get all of you details to look as sharp as the abdomen. So when you bake your details are nice and sharp, not all muddy like the…
Very nice but i think it misses welding marks. Downpipe to muffler and the exaust pipe from muffler both seem like they were pressed along with the muffler from a single piece. Also the luggage holder pipes intersect too cleanly. And some edges might be too sharp, you cant press sharp edges from sheet metal and after you…
She would hack her wings to pieces but really who cares she's hot with or without the wings. The sword looks good but kind of lacks some texture sharpness. This could be caused by low texture size or poor texture painting? The edge of the sword doesn't seem sharp in the lower right render. Maybe putting the back of the…
There isn't, really. There's a few tricks you can use but any 'automatic' tiler is never going to give you good results. I cheated with the UVs on mine so I didn't need to make the texture tile. Regarding your stone floor texture, short answer is that it'll look smooth because you've got smooth(ish) normals in the…