That's on the right path. Now you've got this insight, I'd say, go back to your reference, and really pay attention to this aspect. On the reference sculpt, this idea is very extreme compared to this update. I'd draw your attention to the long straight vertical line down the spine, it varies from no crease to strong crease…
Oh yeah, for sure. Baking is difficult and there are loads of things you should keep in mind. Pieces like these should be laid out vert/horiz and straightened for the same reason as I mentioned above. Its easy to do this by selecting the faces, going UV Editor > Modify > Unitize, then selecting all the edges, and…
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…
Hi! Looks as intended to me. The values of the border pixel where the UVs end get repeated outwards (edge padding) to reduce visible seams when the texture is displayed at a lower resolution (mip map). I suppose by banding you mean the stepping in the padded pixels? That's probably due to the UV borders not being aligned…
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 - - - - - - - - - - -…
Hi I'm having problems generating a proper normal map using xNormal. I've read the stuff in the wiki on normal maps but couldn't solve the issue with the info provided there. I really feel like a loser now beause the thing is that I'm not a newbie or an amateur. I've worked in the business of game development for over a…
Hello everyone, So i've ran into this issue and i cant seem to find a way to get rid of it. What happens is a weird seam shows up on my normal map edge and i cant find a logical explanation for why its happening, from what i can tell the maya transfer map engine misses a couple of pixels and then "finds" the edge its…
I started looking in to making a bunch of glass containers. With all the references I gathered and looking at the scene, I feel like there's going to be a lot of different bottles, jars, vials, etc. The more variation the better; different silhouettes, sizes and such will help make the scene feel busy. But I really didn't…
The best way to determine if your edges are smooth enough is to do a test bake at the lowest texture resolution you plan to use. The pixels of the final normal map are finite, so you have to make sure that what you have is enough to produce smooth transitions on the normal map. That and zooming out, see what the smoothing…
Hey guys! First post on polycount! I Wanted to share this piece, I hope you like it! Introduction I love games like Dead Island or Requisition VR. For this portfolio piece I wanted to get inspired by the crafty, impossible yet believable weapon designs of these games. What better than C4 attached to something like a…