the short answer is that subdivision surfaces have made nurbs obsolete. nurbs are a very old 1960 stab at making smooth organic limit surfaces. they were used in film because they rendered smooth in a software renderer. no need for real time there. but they have many limitations when you try to make complicated objects.…
Wow, even more pumped now for the release! I really like the surface noise. I've been wishing for something like this. I am usually too pressed for time to alpha that stuff in, so I've been creating photo-based normals for surface detail. This might even help to prevent the common noob mistake of jumping right into the…
On mechanical like stuff, the only solution I have found is to break the smoothing groups where you have a UV seam, because you will have a seam there anyway. A lot of times I will chamfer the low (if its in your budget) and you wont notice this problem as much. On large flat surfaces is usually when you see the incorrect…
@TheDawnfury No problem. Can you provide the requirements of your assignment for which the PS Vita is being created? I can't accurately judge your work without that information. My assumption is that it is to create a high-quality close-camera game-ready hero prop. Typical approach for an item like the PS Vita would be to…
Theory meets practice, and practice wins (the math works only in theory and with continuous functions). EQ and perna are right for the general case - normal maps can't capture vertical surfaces, so anything with a ledge perpendicular to the surface isn't present at all in the normal map, and therefore isn't taken into…
Well the thing is that at their core, NURBS can only be UV grids ; of course there are many possible ways of combining them to make the complex shapes we associate with them, and NURBS/solid/CAD modeling packages subdivide the surfaces well enough for the display to be smooth. And since everything is parametric, the data…
Hey @MyMomHatesGames, I've had a look at your meshes and from what I can gather is that it's not so much to do with shading problems in maya, etc etc. I believe it's the way you've setup your UVs, smoothing groups etc. Essentially, any angles that top 90 degrees you'd usually make sure those two surfaces are it's own…
Repeating shapes are certainly fine, and similar shapes within a texture will help bring some cohesion to the texture. But, that said if you're going to repeat those shapes identically, with no difference in painting, then there's no reason to make the texture that large (cause that's what the tiling will do). Looking at…
This is an interesting question. I'm not sure I'll do a very good job here as I can't think of a way to explain it simply (which means I probably don't understand it that well myself), so someone smarter can probably correct me here. Anyway I will take a stab at it: To explain it I think its important to understand how…