The ray distance should be as far as the biggest difference between your low and high poly model- so, probably not much. If you make it too much, your rays could accidentally project into something unintended. Are you using 3ds max? I haven't used it in a while, but I think max's baking is/was limited to projecting inward-…
That's true. Perhaps I should have worded it as "convex ngons". However, convex quads are just as problematic (although more easily fixed). Basically anything that might wind up with unintended triangulation, and ngons tend to be worse for that. Quad only (or mostly quads) is simply handy because it's easier to manage edge…
Grunge texture is just a term used when referring to adding wear and dirt to the surface for the purpose of creating a more believable texture. The reasoning is, that things in the real world are rarely new and pristine. So adding marks, dents, scratches, and dirt make it look more real. If you're looking to get the…
What others have been saying is true- you need to place the loops adjacent to the actual corner to get the corner sharpened with smoothing. This can make a spherical or cylindrical object deform in unintended ways- but its possible to account for this by making sliding the edges in the loop that aren't needed for the…
huh interesting, are you saying if you've already complicated a piece with too much detail using that method will help you cull the details? Or as you're working them up use it to have your mind fill in the details. runs off to experiment... Typically (mind you I'm a crappy artist) I use the step back and squint method to…
@Pep_mepla Thanks! I got inspired by your and the other entries as well. Your oven turned out nicely, it has a semi stylized look to it. When I had to name a thing to improve, I think the material could have a more metallic look - if that was the intended type of surface. Personally, I would sometimes just slap presets or…
I'd like to agree but at the same time it occurs to me that It's pretty damn hard to continue to innovate with and change, or indeed bug-fix a 25 year old package, it's just too big and too much is depended upon both by other parts of the application, and by teams using it who don't want to see entire workflows change…
Thank you for your answer. It is true that the weights were allocated relatively cleanly when done automatically. However, if I do it automatically, there is a possibility that I will not be able to achieve the deformation that I intended. In that case, would it be more efficient to first assign the weights automatically…
Yes, please do this ^ I can't tell from your picture what vertices you are trying to merge since you're not showing the selection. In any case, merge vertex in maya has a tolerance setting- it controls the distance of the merge. Setting it too high has unintended results like this, or accidentally using merge vertices to…
Hello everyone, this is an update of this project named Sakai No Arashi in reference to Jin Sakai's katana from the game Ghost of Tsushima - The katana is named Arashi (Storm) - as i enjoyed the game so much i've decided to create a piece inspired by it - this is not a reproduction of the sword nor a fanart (maybe in the…