Ok, looking good A quick tip - poly in an edge where the the walls meet the ground, then apply an alpha blended edge dirt layer to these. This keeps the dirt off your wall textures (for tiling) but softens the edge where the two meet.
Hi guys, I'm hoping you guys can help me out. I've got edge segments along the edges so that I can get that nice hard surface look when using turbo smooth. However now I keep getting the dark parts along the edges. Any ideas?
@sacboi Yes, I thought of that just don't know how well it would work in between seams, for now I was thinking of making a blob liquid kind of mesh from a spline line into cylinder then apply a noise map displacement, at the welding points to make them look like a bad welding job. Something Like this but I have to make the…
maybe the edges on your low poly are set as hard edges, thats one reason why you would see all the squares. Also make sure you didnt bake a normal map with the hard edges on.
I removed the edge loops..im still optimizing this..my question is: this polygon I have circled will have a slight twist to it since one edge is approx. 25 degrees and the opposite edge is 45 degrees, is this okay?
the normal is picking up edges from your low or you have weird edge in your high detail. You can smooth either one, then bake to eliminate this or you can manually fix those edges.
I always wanted to get my hands on quickdirt in the past because it just looks awesome. A good alternative seems to be the dirt shader in vRay called VRayDirt: http://www.spot3d.com/vray/help/200R1/examples_vraydirt.htm there are some other nice techniques that involve either vertex color (like mentioned before AO vertex…
@TAN Hmmmm is it for a comic? It should be a character that originated from a comic or animated show based on comics e.g. Harley Quinn. Whos the character? @DavidCruz Ya I like making female characters Ive mad male characters at work so lol its the Ladies for my portfolio lol, Double check your proportions to these: Also…
I´d say, don´t even chamfer/round the edges at all in your high poly and use only controll edges. That way you can easily edit the hardness later on without the need to recreate the whole edge/shape.
Looks like edge softening/hardening issues to me. Make sure your high poly is completely smoothed, and your low poly has hard edges where you have UV seams, with every other edge being soft.