It's better to embed the images directly into your post, than to use Attach File (which makes it difficult to scroll through the images). You can drag-and-drop images directly into the post editor, or you can use the Attach Image button (looks like a little landscape painting). It is natural for normal maps to show…
Hey everyone! I'm thrilled to finally unveil my completed game environment! This is a small-scale reimagining of the iconic Roundtable Hold from Elden Ring. My goal was to improve and demonstrate my skills. I introduced archways with statues (inspired by the original concept art), as well as a grand staircase with a runner…
mmm, if anyone needs help next time with anything similar the 0.001 + method works dependent on the scale of the object, the select open "edges" option next to the edges icon works to close open edges and uses weld, i usually do open edges selection turn it to either edges or vertex holding control and you "weld" only what…
Agreed, it's solid. As for some first impressions I had: The Untold house looks atmospheric and seems mostly realistic, but many edges have very wide bevels and are lighter like you might do for more stylized stuff. Edge wear is real, but usually not as extreme and even as that. The big round arches over some of the doors…
Well I don't have any numbers for those but I did notice there's some pretty aggressive LODding going on in GT Sport. The cinematic models they have are bonkers - probably best ones around and you'll have a hard time spotting jagged edges at all, including in the cockpit - but in the race they drop really fast, e.g. third…
If a 3d scan is really hi res with sharp edges Zbrush Zremesher with "detect edges" on does pretty nice job actually without much of spiraling edge loops. As well as 3d max one. The issue are things like blades with triangle profile where it can't recognize the cutting edge . Boxes and cylinders with holes are often sort…
You have a lot of smoothing errors in there. A rule of thumb, if the mesh shades strange in the viewport it will most likely shade wierd with the normalmap applied. Keep in mind that the normalmap is based on the faces of your lowpoly mesh, if the mesh have wierd shading the normalmap will try to counter this (this is…
[ QUOTE ] From what Bromell and Snowfly are saying in Maya hold down the c key and middle mouse drag along any edge, this works with multiple componants on other edges or its own edge. [/ QUOTE ] Nope, still not the same. In maya you can constrain one vert to any respective edge with that C trick, or you can constrain…
Hi guys, is there any brush in zbrush (or way) with whom i can roll up edges of trousers or sleeves like shown on the pic above? i hope u understand what im trying to ask
Everywhere you have an angle of more than 45 deg and a hard edge, you need to separate the UV-shells. Otherwise you always will have this lowpoly artifacts on your normal map. Only 3ds Max has this problem, it’s just fucked up! You can bevel everything, or set some smoothing groups to achieve a better shading on your…