got the hang of it a bit more, substance render is nice. some janky bits around the egdes and still need to learn the egde flow, i look into symterry stuff in maya i was unaware of, so thank you!
Hi Guys! We have been working on this game for a while, with a small (1 year) "break" due to me getting peritoneal cancer. I´m out of the chemo-fog, had a successful operation and want to focus on making games and graphics again! if You have an iPhone or iPod download it here (Free-To-Play):…
The goal is for each normal map pixel along the joining edges to match each other. For this reason you don't want much detail along the edge as it'll make it more difficult (or impossible) to get perfect normal map continuity between the two sides.
In my experience, Ai tools make sense to use as a shortcut for small bits of menial work. As long as the task is well-defined with plenty of decent-quality source material for the model to pull from. And only if I am able to filter the output using my own specific subject-matter expertise. It's great at handling the…
Yes mark sharp sounds right. As for do hard edges replace the normal seam, I'm not quiite sure what you mean by that. But just make sure to stick UV seams every where you set an edge hard (or else there will be another type of visible bad seam). And jset up those hard edges in places where you think shading is looking a…
Worked on the
lighting and layout a bit more, also modelled the drain cover. For next I’ll
start to improve the quality of the scene, really get into the details (e.g.
get the wall texture look right, the dirt on the ground.) FOR NEXT: -details
(ground dirt, wall…) -Advanced vertex painting (the mud around
the edge of the…
Looking nice. Might be a good idea to throw a few books and melted candles around about the ground area, looking a little empty atm. stylizing the edges on things like book selves, tables will give it a interesting look. Here is a good example. Notice the slight angle on most of the edges. Also I would not be afraid to add…
I tend to overreact on stuff, so no worries Synch. yes the sampling is indeed tricky, but what you describe sounds well. Basically walk the edges of the connected polys and check if the edge has either point on opposite sides of the plane, then intersect. Walk along the polys of those edges that did intersect. or you…
When I do rendering in 3DS Max I use 16 pixel edge padding on 4096x4096 textures for best results. If I were to use Marmoset in the future, would this software require a similar edge padding or can I reduce that ? Kinda related: Can I reduce the edge padding for Quixels software if anyone knows the answer to that for it's…