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…
So i recently finished retopologizing this model and knew that i was going to project some of the detail back onto the sculpted highpoly and bake some of the more very small details onto this subdivided low poly, the high poly itself is made up of multiple subtools but i wanted to make it the low poly one object so that…
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:
Zbrush doesn not render soft normals in viewport. Try using BPR render with soft normals turned on to see what it actually will look like. Zremesher isnt there to fix facetting, it can with enough density, but you might as well just subdivide your mesh once more.
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.
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…
Hi Hermitage.The boat is an odd form for me. I don't like the square bottom view and side view. There are boats like that however. The ore locks look teeny. The wood texture looks projected, when actually the planks are bent to fit the form. The wood material looks like it could be scaled down a bit and the keel bead (wood…
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…
That's definitely something I'd like to do, given the time and space. I'd quite like to try sculping with actual clay sometime, too. I'll definitely look into those. The basic construction is still a weakness of mine, I think. Too much focus on details too soon. I've heard Loomis is one a lot of artists start learning…
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…