I've just gone back to that other thread and so you did. I'll have to take a look into those shaders. I have been playing around with Arnold's renders for hair and they do produce much better and cleaner results. I did resurrect an old thread here - https://polycount.com/discussion/comment/2770700#Comment_2770700 -…
These baking artifacts are caused by the convergence of a number of separate but related issues. Material artifacts: The material on the high poly model is generating additional surface information that's causing normal baking artifacts. Removing the material from the high poly model resolves this issue. The material on…
Suggestion to maybe remove the fog from the middle and brighten it up to show what's actually there. the sides look pretty good, but the middle looks kind of like a foggy greyscale scene. That or increase the contrast. The middle looks best in this image…
Hi. I'm a junior 3D artist. I do mostly props and environment, but I love challenges and usually learn new things pretty quickly. Here's my discord: Anna M#2700
After playing around with Substance Painter a bit, I think the best way to do it would be with a mask + the Light generator. Point the vertical angle down at 270 degrees. There you can play with the highlight and falloff settings. Here's a recreation of this Base for diffuse setup. I didn't go all out and recreate the…
a cage affects the normals used for projection, not the result - cage baking does nothing useful unless you need to control ray distance on a per vertex basis or induce skewing if you use a single smoothing group on a mesh with sharp angles you are asking the normal map to do work that it simply doesn't have enough…
Lots of examples and some good advice in this thread. There's a few different topology layouts that can work well for this kind of shape and a lot of different ways to approach the modeling part of the process. If the project requires subdivision modeling and the goal is to have sharp corners, while also using the minimum…
you should look for some sub-d modeling tutorials on youtube, your topology is all over the place on cylindrical/round forms like this, you want to have an even mesh with even spacing, avoiding triangles in curved areas have supportloops with an even offset on both sides if possible, and follow your form with your…