What I will do for our next game is go with kind of normal modelling style but only baking the most important and reused parts while trying to rely on texturing with strong edge definition and matte materials and some tactical bevels to compensate Personally I think doing the usual thing just without baking and having a…
-Hard/Soft edges have to do with rays and angles at which your normal map is being baked/projected, Summed up: 90 degree edge + harden edge + Split UVs = normal map has less gradients (better results for generating cavity map) and less visible seams. 90 degree edge + harden edge + Sewn UVs = normal map will have seams in…
hey man, your doing great job here. the overall look at first stance is great, if u wanna get it better i would suggest same as other said here go softer on the edges, make sure its showing, maybe go x2 than what u got and another thing is the shape and proportions even on the smaller part, yea i know its small and…
Hi everyone,I am rendering a model for my portfolio in marmoset toolbag.But when I use normal map I find a promblem like this: You can see there is some hard edges in the chest. And then I put the same model and the same normal map into maya.The render result is like this: It seems every thing is all right. The low-res…
The topology looks fine, specifying your use for this model also helps... e.g. if it's meant to be animated your topology is in the right direction... but if it's supposed to be a statue etc or an environment asset you could re-topo for better details assuming you'll be sculpting into this later on? The only alterations…
Hi everyone,I am rendering a model for my portfolio in marmoset toolbag.But when I use normal map I find a promblem like this: You can see there is some hard edges in the chest. And then I put the same model and the same normal map into maya.The render result is like this: It seems every thing is all right. The low-res…
Hi! What does the low poly mesh shading look like without normal map applied? Are the edges showing the issue shaded hard? Remember to split UVs at hard edges and use hard edges where it makes sense (steep angles). Here is the Normal Map wiki entry.
Hey! Thanks again! Your example helped me a lot, especially the metallic part on the edges. Additionally with a little edge wear made huge difference! What you think?
Hey thanks for the feedback, @Bomb_Bear This project took a while to render and this particular area put me off as well, I guess I was more focused on the lighting. I soon realised that I hadn't been utilising the hard/soft edge tool in Maya and I haven't had the time to rerender. @Dpowell94 I realised this as well and…
Ok, I am on my next model. I have a flat face subdivided, how can I get the vertices into a curve, so one side of the flat face becomes round? e.g.: in blender I would do that with proportional editing and then drag a vertice/ edge and the others would would follow, so a nice curve would be the result. Furthermore, I…