Zoe drifted through the dark rift
between dimensions, in a place outside of the usual rules of time and
space. Sitting upon one of countless craggy 'islands' of rocky
debris, that floated about endlessly in a boundless black aether, she
let out a sigh. “Welp...I'm bored!” She mused to
herself. Sulking, she ventured…
I wouldn’t make the interior glass opaque, that would prevent refractions of the room /wood behind the bottle. Instead, flip the normals of the interior, so it’s more like a bottle within a bottle, and color that. The lighting you have now is very front-lit, with too-dark edges. It would be more dramatic and visually…
So, i came across this problem yesterday. Somehow mirrored uv showing weird shading only on curved surface to x axis. No sharp edges, flipped normal, overlap vertex etc. Everything was correct, the onlything i know is its from the normal map i baked in marmoset.
yea don't forget about auto retopo tools that are out there, especially for less edge/silhouette critical pieces. I forget these exist sometimes as well, they can be a good starting point to fine tune
A general web search for 'pbr wood tutorials' should get you some good results. What may be infinitely more beneficial is to take some time to study the reference image and try to breakdown some of the details that make it look the way it looks.For example here are some observations that jump out at me:a. all the edges…
Lots of ways to do this. Simplest approach: UV them while they are placed together, with a top planar projection, and use a tiled grass texture for the top faces. Edit the top vertex normals of all the pieces to face the same direction, so there are no shading seams when they’re placed together. UV the sides with a tiled…
Level of wear depends on how old it is I suppose, and how much it's used in a messy environment. However I think the damage should follow the geometry more. Here's an old ice box I saw at a ranch, it's now used to hold animal food. Notice how the protruding edges show more wear.
it makes it inconvenient but as stated above you'll get a more accurate idea of what the distortion will look like on the final asset. uv interpolation is a dumb linear operation and edge orientation can make a pretty significant difference when a quad deviates from a 1:1 aspect ratio to counter distortion, add geometry.…
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…
* world projected textures with subtle grunge can help break up repetition and can help "tie" props and environment together by blending hue and value (has to be very subtle) * haven't done it myself, but I believe you could use a second UV channel for things like an edge or cavity mask, and break this up with a grunge…