Make a layer with mid grey (128 RGB) and put it below the convex and concave layers. Set the convex layer to linear dodge set the concave layer to linear burn
Game ready model of a Carl Zeiss binocular. Done as a side project to practice modeling, texturing and rendering. 4.484 Tris, 1 Texture Set, 128 px/cm at 4k Pretty happy how it turned out, what do you think? What can i improve on?
12k tringles seems like way too many for this, especially since I see no bevels. I would say remove all the detail on the inside of the helmet for starteers.
...until you realise there are never any junior character artist jobs in the UK, so you are forced to give up and transfer to environments to increases your chances by 1.5%.
currently uving this knife, which was decimated from 12mil to 12k Doing it this way to understand how I can Improve the uving process using zbrush and maya together
Steampunk assassin, 10-12k triangles. mahi6038 I'd make front part symmetrical, centered and less triangle-shaped and eye-lens a little bit bigger perhaps.
Here's the first one others still rendering. I also rendered on 128 grey (which is also how it looks in Photoshop/Max) but on uploading it turned white. Sorry.
Nope, UVs aren't bound by texture sizes. They're just coordinates that are relative to whatever sized texture you use. 2048, 4096, 128... it's all the same to the UVs.