Hi! Did you create manual lightmap UVs? Doing so, you could add another loop in the flat area and then lightmap UV the whole opening as a straightened strip. You could probably ditch the bevel and let the baked lighting do the edge smoothing. The other way would be to simply increase lightmap resolution. Share the mesh if…
How can I model this ruin? I'm currently working on creating old ruins and would love to understand the process for making this using Maya and ZBrush, texturing in substance. I'm not sure how you create those jagged edges. Should I just roughly block in the shape and then add a tiled brick texture, or do you actually…
like many others I used to mark seams and then flatten (relax) shells but I found it to be much much faster by simply selecting faces (e.g by normal angle) and then flatten it as a shell like this: I binded the "Planar" button from the unwrap UVW interface combined with a relax iteration on a shortcut. The same can be…
Hi everyone. I found this Greentooth easter egg in Splinter Cell Blacklist about 9 years ago. It’s hidden in a painting in the Benghazi mission and only appears using thermal vision. I never saw this mentioned in any official Greentooth lists, so I’m sharing it here. Video link: https://www.youtube.com/watch?v=bsSX21weeJk
Hi all, I'm playing around with the mid poly workflow in maya and had a question regarding the workflow from modeling to texturing to engine as I have yet to find a proper answer on this from the different tutorials I've watched. This is my software setup. In case software version matters. Alot of research I've seen is…
Looks good to me, and welcome to the forum! The lamp might be the weakest if that's supposed to be metal. Should have more dents/folds with the material being displaced for bigger damage rather than being chipped away or eaten into the material. I think I can see the beginnings of that, but overall it still doesn't read…
I didn't expect this many comments! Well, they guy must have been watching me or something(to answer why he came over). I should have elaborated a bit more on why he said "never use turbosmooth", I was doing hard surface work at the time, not character or organic modeling which works better with TS. I assume he thought it…
thank you i cleaned it up and found when i delte some of the edges which were close together it solved the problem, cause there as no tris in the mesh. If you are using low poly does it not like edges too close together on meshes, like for example when you got two edges close together to tighten a hard edge?
To make the grass look better, use the same color for both the ground and the bottoms of the grass blades. This will automatically help them blend together, helping avoid those hard edges where they meet, and making the grass look softer. Before/after:
Hi i tried to smooth my poly modell in maya. i get weird mesh results and of coarse my bake fails then. what i did: i used Smooth Poly *Options // ********************************************** // Settings: exponentinally - - - - - - - - - - - - - - - Exponentional Controls: divisions 2 Continuity: 1 - - - - - - - - - - -…