Here is a screenshot of some more medieval assets I have been working on for a strategy RPG game. All assets (including vases and sacks in post above) are within the same 4k texture atlas. The method of texturing and unwrapping these assets was quite different to the more organic vase and sack assets. All wooden assets are…
They're just good references for your facial topo and edge flow-- and your girl's face here is kinda stylized in a similar way, despite the different detail level. At a topology and edge flow level, she should be set up similarly, as while they're stylised, these girls have topo that animates and reacts very believably. I…
Thanks guys, and thanks @ComradeDispenser for the crits, always helpful. My texturing process in PS is to start with fill layers to get basic material values dialed in. Then add several pattern layers to each material to get texture variation. After that I use images and handpainting for contextual wear and tear. Each…
Its sort of a complex problem. It depends on a few things. Some apps it is essential, by default in max if you render with an un-triangulated mesh, you will get lots of smoothing errors as max randomly sets your invisible edges for you(regardless of any invisible edge tweaking you do, it will set them as it sees fit). From…
1. So you have a cylinder on the outside and a hexagon on the inside. 2. 18 sided cylinder 3. Create base shape 4. Select every third edge and rotate them 10 degress clockwise 5. Deselect those edges and select every second edge and rotate counterclockwise. 6. add Support 7. Add smoothing
This looks like edge padding, which is a good thing, and will not show up on your model. Edge padding helps improve mip-mapping quality, and if anything, you should have more padding (can never have too much padding). Show the problem on the mesh with a realtime shader if its something other than edge padding.
Looks like every edge in your low poly is set to hard? To get a good bake, you will need to soften edges, except at hard (90 degrees or more) transitions in the model. For each hard edge, you will need to create a seam and leave a few pixels of padding between the UV shells. Also, this thread is helpful.
You should put a bevel on that corner if you can, it looks super sharp and the lightmap will probably bake out real smooth if you do that. I think I read somewhere that Mirrors Edge used beveled edges on walls together with lightmaps to get a smooth result in lightning on edges. Otherwise, looks really good!
You want the conform compound object. It's under compound objects in the create menu. You can't connect vertexes across an edge without cutting the edge. You could try using the slice tool with vertex snap turned on. Or you could insert a vertex on the edge you want to connect across and use regular vertex connect.
I have them as modular pieces which fit together at 18 degree angles right now (so 20 pieces would make a complete circle) but I feel like I should be able to get smooth lighting around the edges. Will adding edge loops around the edges give me smoother lighting?