So I tried Vailias suggestion of inverting the color channels in the normalmap. Firstly I isolated the parts of the UVs that were rendering incorrectly and tried inverted the red channel, the green and both. Testing on my model it was the inverted green channel that gave the correct normal mapping for the areas that were…
Hey guys! I really need your help!! I just made the low poly version of my character and did some test bakes. So, without paying attention to my layout except for stretching part (believe me it is not good:)) i just baked out my character as a test and countered some problems i've never had before! So to give you guys a…
Hello ! :) A few things : -Did you make a high poly for the whole gun ? the wooden parts(Handle, etc) looks like they just have average normal map without any baked data. And I don't have any reference under the hand but I doubt they were that square-ish. -I think your metal texture have to strong scratches. And those…
Yeah I remember that part, one of the scariest parts in the game. But you just said it, they attack from darkness in the ceiling. You can't see them and your health result is purely on quick reflexes to avoid an attack. Scariest part in RE4 for me were the regenerators, because without that scope, it would take a long time…
Hello and thanks for taking your time to read this! So I don't really know how to structure this, but I'll post a link to my Artstation aswell as post an image from a speed prop I made yesterday. Link to my Artstation page:https://www.artstation.com/hiro3d Here's an image of an 80's Alarm/radio i made it's 2910 Tris I'll…
Changelog Upper Receiver Would you look at that, another case of thing that i'd thought to be hard to model, being actually pretty easy to model. For the most part. The brass deflector was a pain to model and it took me way longer than i'd like to admit to realise that the 516's bolt carrier is a special one It's not…
Use more geo. Unless it's for an low poly game or it's really small on the screen I would use more geo to round the edges, define the chamfered edges and give more details. Also you missed a lot of details (e.g. at the top on the side is a part in the concept which is missing in your version) and didn't got the shapes…
I think on the first one you are wanting to use vertex weld to collapse one of those verts to the one above it, those faces are seemingly 'connected' already unless the verts aren't welded..? 2> Like EQ said. I'd do it in a flat strip then use bend modifier to make a cylinder> that way above will warp the arch parts…
Thank you both very much. Eric, I read it yesterday and that article is the reason i decided to re-model my mesh in order to add some slope in the hard edges. Earthquake, So the only way I have to smooth a bit my mesh is to add some edges in the critical parts? Because I thought that normal maps could grant some additional…
the textures need some work. can you post the references that you are basing these materials on? if you can do that, i'll post some nice crits for you tomorrow. :) good work on the engravings, even though it's just going to turn into noise and be lost at lower resolutions. the model seems fine. watch out for your poly…