Hello fellow Counters of the Polys, My UV game is mad weak, that is to say, I have not changed my UVing methods since my third year of college and I'm beginning to feel my Archaic and Obsolete knowledge of the subject matter to be a constricting force. Not to mention a sap on my creative capacity and a serious time…
Beveling the edges would be a good place to start for reducing the blocky feel. Or I suppose paint the edges to look beveled. The curvature map plugged into base color like you have on your turnaround gif is a good place to start, but push it further. Nothing says "hand painted style" like wacky, over-pronounced edge…
Yea good job :) Having too tight edges makes it unrealistic as well, so you should be leaving just a little bit of a gap in them! Also, when light bounces on an model,it does not look good if it has a hard edge (hard edges are angles that have a rather extreme change in direction, like 90 degrees or more)
I don't know if this works for skeletal meshes, but in blender I use sharp edges with an Edge split modifier, but then before export I remove the edge split modifier. Then I export as obj and make sure the "Smooth Groups" option is checked in the export dialog. To import into UE4, I just use the autodesk fbx converter to…
It looks to me like your edge normals are messed up. It almost looks like they are soft edges. If you used Maya I have had a problem exporting from Maya directly into UDK...it will mess my edge normals up. I go from Maya ---> 3ds max then throw an auto smooth on the object to get it to look right.
The edge wear is a little too uniform. If you look at the references, you can see how additional paint has worn off of raised edges and damage is less pronounced in cavities. dDo can give you similar results if you play with it, but you may want to give your most and least exposed edges additional retouching.
@mnphear: Looking great! Are you modeling the beveled edges? I'm trying to finish up my model, and I don't know if I should bevel the edges or if that should be down with a normal map or height map or something. I'm not sure what to do, what's the best approach, because my gun is looking pretty boring without beveled edges.
My guess is that you need to add supporting loops in maya/modo or use creasing in zbrush to keep your hard edges. One of the easiest ways that I have found is to make polygroups for different smoothing groups (ie if there is a hard edge you would have two polygroups, one on each side of the edge), and then doing 'crease…
I wanted to ask is there a better workflow artists use in Photoshop if you want to paint wear or chiped paint on the edges of a 3d model and that edge seperates into 2 uv islands. How would you do this or for this 3d painting is required? Is there any sort of PS script that moves your brush between two uv island edges as…
....Proportions of the sword? You might want to bevel the handle that is squared out. Just to give it some smooth edge ( Just a little bit) like it is in the concept. :) You can get rid of that pixelated edges in the normal map, by blending them out (just the pixelated edges not the entire thing.) Over all, kick ass work…