Well I don't have any numbers for those but I did notice there's some pretty aggressive LODding going on in GT Sport. The cinematic models they have are bonkers - probably best ones around and you'll have a hard time spotting jagged edges at all, including in the cockpit - but in the race they drop really fast, e.g. third…
You have a lot of smoothing errors in there. A rule of thumb, if the mesh shades strange in the viewport it will most likely shade wierd with the normalmap applied. Keep in mind that the normalmap is based on the faces of your lowpoly mesh, if the mesh have wierd shading the normalmap will try to counter this (this is…
[ QUOTE ] From what Bromell and Snowfly are saying in Maya hold down the c key and middle mouse drag along any edge, this works with multiple componants on other edges or its own edge. [/ QUOTE ] Nope, still not the same. In maya you can constrain one vert to any respective edge with that C trick, or you can constrain…
Hey everyone! I'm thrilled to finally unveil my completed game environment! This is a small-scale reimagining of the iconic Roundtable Hold from Elden Ring. My goal was to improve and demonstrate my skills. I introduced archways with statues (inspired by the original concept art), as well as a grand staircase with a runner…
hey, really cool project, awesome to see the learning process just adding on to what michael has said, a few tips to make modeling go a little easier: you only need edges to define the silhouette. It can help to use flat shading in the viewport so that the only thing you can see is the silhouette. Orbit around the model…
mmm, if anyone needs help next time with anything similar the 0.001 + method works dependent on the scale of the object, the select open "edges" option next to the edges icon works to close open edges and uses weld, i usually do open edges selection turn it to either edges or vertex holding control and you "weld" only what…
Everywhere you have an angle of more than 45 deg and a hard edge, you need to separate the UV-shells. Otherwise you always will have this lowpoly artifacts on your normal map. Only 3ds Max has this problem, it’s just fucked up! You can bevel everything, or set some smoothing groups to achieve a better shading on your…
What I will do for our next game is go with kind of normal modelling style but only baking the most important and reused parts while trying to rely on texturing with strong edge definition and matte materials and some tactical bevels to compensate Personally I think doing the usual thing just without baking and having a…
-Hard/Soft edges have to do with rays and angles at which your normal map is being baked/projected, Summed up: 90 degree edge + harden edge + Split UVs = normal map has less gradients (better results for generating cavity map) and less visible seams. 90 degree edge + harden edge + Sewn UVs = normal map will have seams in…
This is looking nice so far! I think it's lacking a bit in lighting and composition. You could add some drama with backlighting from the sun, which would really show off those colored caustics. A little DOF would be nice too. Also the boardgame edge is perfectly straight and even, as is the paper under it. Real world items…