Yeah, sorry - I did mean a blend between the two. If you go near the end of the video (2:34) the narrator describes what you see as a "loose binding between the animation and the physics" - so I assume what I am describing is happening? Thanks for the blender link though - curious to see how it can be handled in that soft.
I've just got back into 3D modelling after a year or so and I've made this to practice my sculpting. I wanted to purposely keep the texturing pretty flat and use mostly gradients rather than details. I'd love some advice on how I could improve this, especially the metal, as I think it looks a little too rounded/soft, as…
Love weighted normals myself ! In blender 2.8 there is a great modifier with different weighting options. When exporting select "face" weights and voila; left to right; flat shading, Soft shading(32deg), weighted normals. @marks , its a bummer there is no automated process to generate LOD's + generating new weighted…
@shrike: thanks for the feedback. My buddy said the same thing so I reworked the edge softness on all my meshes. @Judgernaut: The bullet and magazine are separate meshes I think I will bake them down as such too Quick update: I reworked all the edges so they are softer. I also added a flash suppressor and a hook for the…
This is looking absolutely insane. Terrific job with all that detail. Could I ask a very noob question, pls? Are you doing the repousse in Photoshop or something like that or directly on Zbrush/any other 3d soft. I was planning to have some carvings and relieves on a sword skin and my first choice was going to be a lot of…
Are you baking the normals in Marmoset Toolbag? Did you aplly smothing groups (3ds Max) or hard/soft edges (Maya) to your low poly before baking? The issue here is meticulously explained in this…
I think you're off to a good start, but your forms are coming off a little doughy. This can be primarily avoided by laying down your primary colors of choice with a soft brush, but then immediately switching to a hard brush to paint in the values more solidly. This gives the piece a more solid, painterly feel, and keeps…
Thanks for the comments and feedback everyone! I will check on the softness issue, making them look rounded. Weareape - Thats most likely due to the fact that your height map at some point became 8 bit and is not 16 bit, resulting in stair stepping. If you override the "Output Format" of the node that is 8 bit and change…
if the screenshot´s edge display shows the softness of the normals they seem to be ok. did you try using a cage in xNormal? and even more important did you move the mirrored uv´s out of the 0,1 uv space for baking? for some reason this seems to work sometimes in maya but i guess xNormal is not happy with overlapping (and…
I don't remember but it didn't take that long, I spent more time on the sword hilt than anything else (and I ended up having to simplify it) Swept rapier hilts are bullshit. If you're going for speed by far the best way to do a helm like that or any smooth gradient is to use a big soft brush and a quickmask or layer mask.…