Created a chest based on the cool concept by Tobias Frank for the bi-monthly environment challenge. Toolbag4 render: Sketchfab: model Texture atlas 256x512 (diffuse, roughness, metallic, emissive):
One way I’ve done this is to use a single uv in atlas layout. Ambient occlusion texture uses this layout, no tiling. Diffuse and normal map are tiled, and are using same layout except each bitmap has Tiling values so they are scaled within the atlas. One uv, but use tiling values in the individual bitmaps to tile them.…
Well, from the perspective of Splash Damage. The high poly detail is not sloped enough: Post your high poly source so we can see where your bake was derived from. Also, I'm not really sure what kind of smoothing groups you are using. There doesn't seem to be much (if any) Binormal correction in the Normal Map. The low-poly…
Hello, I am a bit of a newbie at working with 3D and am about halfway through building my first major piece that I hope to include in my portfolio. I was hoping to get some critique and suggestions on what I could do to improve. My scene isn't entirely... Put together yet so I just have some renders of a few assets I've…
A little while ago, I suggested starting a series of "How To" threads about learning how to do some of the popular things in 3d art modeling as there are many different approaches for doing one thing. For example, this thread being about a building, do you: * model a brick in 3d, copy it multiple times to make a brick…
Its def. looking better imo. Now I would give it what I call a blob pass, where you add a slight random cloudyness to your textures. I have a cloud brush I use for this in photoshop, but you have to make it really subtle. This will make your textures look less flat. Also, did you really look at that link I sent you?…
Swiz I personally dug the dark underclothes and the red puffy bits. With them reversed my brains just /. I think part of it has to do with the natural inclination that something underneath is occluded and thus darker. So its fighting for my attention in a bad way vs just reading naturally. I realize that it can/has/will be…
@Argent Thanks! It´s not easy to light this scene with a single IBL sky. I have a very dark sky right now with just a few bright spots. It´s doing pretty good job for sort of ambient light and give some nice reflections. I however would like to have a local IBL that will affect on a small part of the scene and not for all.…
Having the head separate is certainly not out of the ordinary, generally though I like to keep everything on one texture, a few reasons why: Pros for 1 texture A. Simplicity sake B. Less materials, less draw calls etc C. Easier to get a seamless model when you don't have a texture split with multiple maps, more important…