2nd picture, for a completely flat surface everything is fine. but in the circle hole is not. it was one whole mesh. anyone experience this issue before?
I never see a baker that would bake object space bent normals. But assume it's still possible to do as post editing with 2d compositor probably or with node based shader system bending object space normals. I never tried this although . Baking soft usually do tangent space bent normal maps as far as i know. An advantage of…
We maintain a Spidey template mesh that we use to start all of the suits with. The same way you would have universal topology/UVs for many other character types in a project. We use that as a starting point for both high and low models. For high models, we usually use subdivision modeling to add pieces that add relief to…
It is expected behavior. Matcaps all have lighting information baked in that is then mapped onto the model based on the camera. If surface detail is part of the Matcap, it will be projected onto the model as well and stretched accordingly. There is no way for the projection to work succesfully for both, lighting…
Normal Maps and Bump Maps both serve the same purpose: they simulate the impression of a detailed 3D surface, by modifying the shading as if the surface had lots of small angles, rather than being completely flat. Because it's just modifying the shading of each pixel, this will not cast any shadows and will not obstruct…
Thanks for the tips, Shep. I initially had considered adding some leaking elements to the texture, but I hesitated because of the likelihood of that surface being rusted. This is what I meant when I mentioned visual interest versus the reality of how that surface would look. I didn't want everything to be overly filthy or…
It can't be one flat poly surface because: 1) It's not a flat surface, it's a round surface, and it must be composed of either triangles or quads. Having it be one circle shape would make it an ngon. Models full of ngons get messy and can lack a proper flow. 2) You need some extra loops to make sure a subsurf operation…
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