Inflating your highpoly sounds like maybe a misinterpretation of a technique I know from Heroes of the Storm. Sculpts were given a slight inflate before the maps were baked to create thicker edge highlights. It ah, works a lot better with a dynameshed sculpt than it does with a hardsurface model.
Poking around with white balance, etc. Maybe an improvement maybe not! But I agree with sacboi about the overall mauve color feeling not too great. Like the xbox360 days when everything was color graded like crazy. I'd say dial that in, maybe, but perhaps keep it in the shadows, etc? I like it in bits, but it feels like a…
Thanks again for everyones help[ thus far. I looked into Floater island baking and I gave it ago with mixed results. I'd like some critique on my texturing so far. I am putting this down now for a bit to get on with other parts of the project. But I'd like to be able to come back to this at a later date with a clear idea…
Yes I am able to boost the contrast by increasing the strength of both RNM color and normal map. Something like x2 for the colors to increase the gamma and x3 for the normals gives something very similar to ground truth:
Hello everybody, I am self-taught and trying my best to learn how to make game assets. I am trying to make a revolver game-ready asset, but I am facing some difficulties when baking the normals. The problems with the baking can be seen here: As you can see I have these edge lines showing, and some black and not defined…
After some testing, the alternate method using layer blending works* sort of....there are still seams, but you have to be extremeley close up to see them. I had to set the layer amount to -0.45 which sounds like an oddball number, but it was what looked best visually. Still though, the first method is much cleaner.
Hi everybody, I am writing to ask if anybody can direct me to good sources of information (articles, videos, pdfs..) regarding using models with chamfer and custom/weighted normals to make environments. I understand how to make the models with the desired shading but I would like to know more about texturing methods to…
Sure, shading issues in Blender can be frustrating but are often solvable. It sounds like you've encountered a common challenge with geometry and smoothing groups. Double-check your normals, ensure edge splits are applied correctly, and consider adjusting auto smooth angles. Feel free to share the picture later for more…
Hi everyone! Got this large building from CAD software, it needs to be game ready. I'm going to reduce the polycount, clean it up, etc, but the question is - does it need to be separated to modulars and grid-aligned, like usual game ready houses? is it necessary to align everything to grid? I mean what is the best and…