Not sure if this is possible to do 'in shader': I'm interested in being able to throw away the geometry surface normal data and use 'hard' surface normals - no matter the input
What are you looking to do with it? I add surface details using a plugin that allows for custom primitives and then use the auto grid feature to align them on the surface.
With the point on poly constraint the constrained object will rotate to match the normal of the surface at the point it is constrained. Is that what it looks like, or is there 'weird' rotation that does not follow the normal of the surface?
This is a nice sculpt, you have cool surface detail, the only real issue I see, is a lack of a silluette. Try to make the silluete match the surface detail.
8 is what I usually go for for visual correctness. If you want mathematically correct surfaces you should be using CAD or Nurbs instead of subdivision surfaces.
Try Surfaces>Reverse Direction. Its the last options in the menu. The reason reserve normal doesn't work is because that only works with polygon shapes, not surfaces/NURBS.
There is pretty much no such job title as "hard surface artist". If you want to do environment art, make environments. "Hard Surface" is not really a field imo, it's a skill.
Hello everyone. Last I checked on Artstation I saw a bunch of stunning gears 5 hard surface models. In all of them, Fusion 360 was on of software used. I am a Maya user, I use NURBS modeling only for cables. My goal is to become a competitive hard surface modeler. I wonder if learning Fusion 360 can help me achieve that.…
I am a newbie in 3d and I am trying to figure out how to properly make hard surface high-poly meshes. I am struggling to bake a flat surface onto a smooth-normals low poly mesh even with the most basic setup (a quad). This is my low poly: This is my high poly: Both models have smooth shading on all polygons. High poly…
I think this is probably just my misunderstanding of shading and normal maps, but I started noticing the more reflective my surface was the more this black shading started to show up on my baked model. So on the left is metalness of 0, and on the right is 1. There's a noticeable black shade around areas. Is this just…