Why test bakes though? Once you finish the final UV important errors would be clearly visible. I usually do UV cage, test bake, if there are any errors, if there are I'd add some blockers. final bake. Side Note: What about leaves or other very flat surfaces? (I do see that you said that this method is for hard surfaces but…
normal maps can capture changes in surface direction but they cannot affect sillhouette. if the feature you want to represent doesn't meaningfully affect the silhouette of the object from any useful view angle there's no visual benefit to using geometry to represent it - therefore you're wasting time and resources by…
I'm quite impressed we can run stuff like this in a browser these days! I really like the composition of this environment; there are good focal points and it doesn't feel cluttered. I feel like the colours are maybe lacking some focus. We have yellow floors, blue mist, green trees and red painted wood. I feel like pushing…
@Womball - Toolbag does have an Anisotropy shader: AnisotropicEnvironment from the Material->Channel Model list. The only thing is anisotropy requires a direction map and they are not the easiest textures to come by. Turns out aniso documentation is all but absent in our manual so here's the skinny on direction maps: The…
One more thing... You're including your cubemap reflections in your customlighting input, so you don't get reflections (and apparently metallic surfaces are only "lit" by the cubemaps?) on surfaces that aren't facing a light source. It doesn't really make sense that a surface would have to be lit directly to have indirect…
Yup that was the line I was talking about. The new version looks much better. And I agree with the water erosion surface noise being taken out is a good move but but it looks a little too smooth now. The impact site is flattened but the surrounding ground is still rough. One way to add some surface noise back would be…
The surface wear and paint-chipping makes the white surfaces look more like stone or wood, in particular with those long horizontal scratches. If you're going for realism I think the scratching and chipping needs to be toned down and more subtle. Seems like the white surfaces has a bit of specular to them. You could bring…
No you do not need to make them flow together. Depends on the object. In the real worlkd, would those two surfaces be one surface, or would they be made of separate objects? With non-continuous surfaces you will get more anti-aliasing artifacts. And you will have more work solving projection errors. But still, it is…
Very nice. In terms of finest details, the fabric elements could perhaps be further differentiated from one another for instance by giving one of them a visible texture (like a mesh fabric) - but only if the resolution/target art style allows of course. Also, more elements could benefit from graphic weathering similar to…
Maybe this might show more steps... https://www.youtube.com/watch?v=RYa8khHlbhY You have to block out the large shapes first. Try to make it modular. For the edges it depends. This I would do last once you have the main pieces that you are going to break up. Once you have your modular parts bring into your sculpting…