@bac9-flcl run mesh cleanup command on your low-poly mesh a couple of times. make sure your hi-poly(source mesh) don't have any uv map. If it has an uv map then make sure it don't have same uv map name with low-poly uvs. hide all other meshes except the ones that are subject to bake make sure your normal map texture…
Yeah listen to Jessica. When you've finished unwrapping always spend a few moments checking your texel density, how your uv's are laid out and also whether you can mirror/overlap uv's to maintain resolution. Because texturing has a linear workflow you want to get this step done correctly as its painful to resolve later on.…
Wow great looking blockout right now. Very epic and great choice of music in your video. Great variation in your level as well. Im mind blown how big it is. You really have your work cut out for you :D Though I know its still very early but you might want to add more blocked off side paths to your level. Right now it feels…
Been watching this thread as it is great work so far, really enjoying it, hoping to see more! Zwebbie! Don't leave... just be the change! You could take the 3d and progress to storytelling like film and videos... is linear stuff... but allows for more art. "How do you play art? How do i pop heads with art? I just need to…
The disc looks like Link's shield with the triforce in it. The legs and arms look very stiff like a dead mummy. Imo. its better to model them with some more relaxed natural pose, bend the arms slightly, same for the legs. Body parts have no perfect linear flows, instead there is always a swing or curve in them. Obviously…
actually it's better to lerp than multiply. if you do a linear interpolate, with a low value of 8 (in channel a) and a high value of 256 (in channel b) and use your gloss map as the alpha, it'll give you a much cleaner result. the reason for this is that your gloss map has values of 0-1 with 0 being black and 1 being…
Managed to get it working by mapping it in the X axis instead of the Z I was using but I have a bit of an issue here. Viewport 2.0 Legacy default viewport 3rd and 4th are with smooth and linear interpolation arnold renders no interpolation arnold render Legacy default viewport is showing basically the results I want in…
Agreed, although the one thing that really bugs the living hell out of me in Modo is it's linear workflow... Especially annoying if you have to work with splines. I do not want to continuously re-extract or -duplicate over a spline if I made a stupid little settings mistake, or need to change something on the…
Holy crap, you're entitled to your opinion but it sounds like you didn't watch the first two movies of this trilogy. Maybe you did, maybe you didn't but you're exclusively picking on elements that this separate Batman story did intentionally different than the comics/shows and I'm sorry but I thought that was a lot of the…
there are many good resources for gamma / linear space comparisons Its a bit confusing all in all , I dont want to say 70% accurate things Basically gamma color space makes your highlights overblown and your dark areas too dark, it is like a (bad) curve in photoshop essentially. You can emulate this look by just changing…