You guys are the best! pior - Thanks very much for the idea and for taking the time! That's kinda what I had in mind when I mentioned geometry, more or less. I'd rather not pursue that method because it's a bit labor intensive if I want this effect to be on a character, let's say, which has complex geo that I don't want to…
I don't know i guess big companies tend to automate this process with tools like simplygon which is like a super pro optimizer, that makes a decent job at keeping normals. I'm not sure how a "non normal edited" object should be easier to degrade. If you replace a chamfer by an hard edge, it should be simplier with weighted…
Frankpolygon's perspective is what I'd think about plus the principles discussed relate too other shapes/subd processes as well e.g. Hemispherical intersections "Segment matching is a fundamental element of most subdivision modeling workflows." It's not the topology "A significant problem with trying to formulate a fixed…
Looking at the stones, there is no way this could ever be from photo to normal, those are very likely 3D sculpted and then baked down. Youll never get such normals from a bitmap to normal generator. This is kinda what you get from a bitmap to normal generator, used the same stone image as base. The tool can not possibly…
On my normal map I got this wierd trace of my low poly model. You can see it clearly on the bottom right islands (for the tounge) where there is a checker pattern in what is a really high-poly model, and the checker pattern is obviously the low poly model. Ambient map without the odd pattern The tounge model for reference…
I have a small hard surface set piece that I modeled the high poly for and am now UVing the low poly for baking. Normally I would try to lay out Uvs for an object like this with the least amount of distortion as possible. I have for instance this cylindrical piece. The top flat circular part I simply did a planar map in…
Base meshes can be used a lot, the most important of which is the use in the game industry, which can give us a lot of speed. In all project, many items required by the artists consist of repetitive and similar items. To increase the speed of each artist in all tasks and parts of the project, we need a library of suitable…
Indiedb: http://www.indiedb.com/games/wake-up-call Facebook: http://www.facebook.com/wakeupcallgame Email: contact@darksynergystudios.com Intro: We here at Dark Synergy Studios (previously Leatharian Studios) are looking for an experienced and dedicated 3D Environment Artist. If you have skills and are interested in…
Hello, I've been wanting to learn how to sculpt bricks in zbrush for use in a texture with normal mapping. I've been trying to follow this post by Kevin johnstone, showing his gears of war 2 environment work. http://www.polycount.com/forum/showthread.php?t=62114&highlight=gears+war+kevin&page=3 it's the part showing his…