My guess your issue is with 2d patterns like procedural brick texture because 3d noises look same from any view directions. For 2d patterns a common way is to use so called tri-planar projection. Blender doesn't have it by default but it's either possible to find on blenderartist.org or do it on your own: You make 3…
I feel the synthetic feel in games and 3D in general has two main causes: - Lack of technical capacity of engine (or performance and time constraints when authoring) Engines are very good at displaying an staggering amount of tris now, have better lighting solutions, high resolution textures and more. Yet as pointed out…
Hi! Texture-wise, I think the normal maps look a bit too intense. What's your texture creation process like? Perhaps look at some scanned and processed surfaces for reference/ visual benchmark (Megascans, Polyhaven). Also make sure you have sufficient texel density, I think walls might be a bit low res. Looking at the…
AO is a simple (not physically accurate) rendering technique that will darken any surfaces that are near to other surfaces. AO typically produces something closer to a dirt effect than a realistic lighting effect. In ray-tracing mode, global illumination is used instead - this accurately simulates how light bounces from…
No crits for your UVs, modeling workflow plus final intent because it's probably how I'd approach generating an asset this complex and by the way, from my experience 5k triangle turret, is quite optimised considering the existing level of detail. So I'll confine my comment to eventual in-engine or realtime viewer showcase,…
Decimate is nice, but destroys the topology. Not to recommend for characters. Same counts for most other polygon reduction techniques. I think you have more a general workflow problem. You have to work the other way around. Blow the mesh up where you need it, not reduce it for optimization. When you really want to reduce…
I would like to make this When I use an IMM Curve Brush in ZBrush to create a decorative pattern, I scale the inserted mesh using size graph in curve modifier tab. But from the side view, I can see that the scaling is based on the center of the IMM mesh, not the bottom of it so when I scale it down, the mesh ends up…
Hi guys, Is there a way to pullout any type of objects like when we use the "Quad draw tool" in Maya? In the earlier versions of Maya was also a button to pullout more the pol-surfaces to see them. Is there a way to pullout objects i.e. Crvs, Nurbs sufaces, Polyobjects, etc. .. to see them better and not inside the…
For basic sculpted detail in your example, a simple rectangle shape is needed. General guides not hard rules. * Only add extra edges / tris when you have form change or want to keep the curvature of surface smooth to match with high poly curvature. As you have noticed too many small tris by pro artists, those usually are…