Hi everyone. I want to share my latest work in Unity 5. Any critiques are welcome. Download for free on unity asset store: https://www.assetstore.unity3d.com/en/#!/content/57489 My artstation: https://www.artstation.com/artist/redforest --------Models Details-------- =====Sportscar===== vertex count: LOD0: 420k LOD1: 130k…
Hi everyone. I want to share my latest work in Unity 5. Any critiques are welcome. Download for free on unity asset store: https://www.assetstore.unity3d.com/en/#!/content/57489 My artstation: https://www.artstation.com/artist/redforest --------Models Details-------- =====Sportscar===== vertex count: LOD0: 420k LOD1: 130k…
Hi, I baked normal map which looks good applied on lowpoly model in Marmoset Tooolbag. Of course, lowpoly model has all Smoothing Groups set from UV Shells which looks ugly without normals but with Normal map applied - looks smooth and seamless, well you know. But when I load it in Max and activate Normal map, the model…
I am no pro weapon artist but to me this looks good. Are you SubD modeling this? What program are you using to model this? It might help to look over this thread for a more smooth accurate appearance at the polygon stage. (once you see some professionally crafted short guides that show both wire-frame and smoothed version…
My first guess is that the smoothing groups are the source of the problem. It's trying to smooth the long narrow quads with the square quads on the bevel. Have you tried setting the flat surface and the bevel to separate smoothing groups before baking to see if this helps? If it does, you might still get an artefact along…
Oh, many thanks! That was actually the problem. Since I haven't marked the mesh as "smooth" on Blender, Marmoset thought that each face was a separate smoothing group. Probably would work the same when exporting from Max using the Smooth modifier. Also, it is good to know that the Marmoset could handle that many polygons,…
Normal map baking: -every uv island needs to have its own smoothing group on the low poly -you will need to separate uv islands where you have diagonals or close to diagonals (70-90 degrees) So if you have a cube every side is a uv island and all 6 uv islands have their own smoothing groups. Can't see how your smoothing…
well these arms in question will eventually be for a medieval warrior/hero sort of thing, so i think built is the way to go. Ive hit a wall of sorts now though, Im trying to paint some pores, but the way i do it i need to use the smoothing brush in places, and i already have some other skin detail down, which gets…
The material response isnt quite the same, like skinner said your bump is off. The source is pretty smooth paint. Overall the main material is a smooth paint with chips missing and dirt smudges on top. Your mat reads as rougher, a wider spec response, the source is quite tight. so you want a smooth rough value with a low…
that looks like one vertice is at a place that makes your quad bend, creating this seam is your mesh triangulated ? --- Do you know how smoothing works in C4D ? You have to work with the Pong tag that is on your object. You can set smoothing splits if you are on edit Edge mode under mesh > normals > phong shading stuff…