We maintain a Spidey template mesh that we use to start all of the suits with. The same way you would have universal topology/UVs for many other character types in a project. We use that as a starting point for both high and low models. For high models, we usually use subdivision modeling to add pieces that add relief to…
Your normal map has a limited amount of pixels, meaning it is only capable of smoothing a certain size normal surface variation. If your surface normal changes a lot in an area thats only covered by a single pixel of your normal map, theres no way that single pixel will be able to make the surface smooth. heres an image to…
[ QUOTE ] [StrangeFate] Rounded edges are way more expensive than with SubD (or meshsmooth and Co.) but you save yourself some thinking trouble when cutting into rounded surfaces and you almost don't have to bother about any topology at all. [/ QUOTE ] I'd like to hear more about how you guys deal with cutting details into…
2nd picture, for a completely flat surface everything is fine. but in the circle hole is not. it was one whole mesh. anyone experience this issue before?
Hi guys, I was wondering what kind of best practices could be recommended in cases where using smart material masks creates extreme repetition on surface details (scratch mask for example). my texel density is at 512px/m (one 2k sheet equals 4 meters). so I constantly get very poor results on flat surfaces. I can reduce…
Several reasons: I don't think in terms of hard/soft edges, I think in terms of surfaces - continuous smooth surfaces and surfaces that are separated by an angle break. For me, at least, this make more sense and is more intuitive than hard/soft edges. Smoothing groups are way easier to work with. I can select by SG and I…
I never see a baker that would bake object space bent normals. But assume it's still possible to do as post editing with 2d compositor probably or with node based shader system bending object space normals. I never tried this although . Baking soft usually do tangent space bent normal maps as far as i know. An advantage of…
Talking about emitted candelas is quite misleading as it is a vector not a scalar unit. The energy amount emitted by a luminous surface is the Lumen, which expresses the Luminous Flux. You could obtain the Luminous Flux from a perfectly diffusing surface (Lambertian) by dividing its maximum Luminous Intensity, along the…
I tend to use splines a lot for hard surface modeling. Here are some slides from a demonstration I did recently . Sorry about the language, they are in bulgarian...basically, I project plane surfaces onto proxy models using some projection tool ,in my case this is polyboost. slide1: I start with splines, quickly convert…