'Llo everyone, quick question In full flat sunlight my normal maps are almost 100% invisible, quite annoying. Is there a way to kinda bump them up "diregarding" the lighting a bit? Here's an example, when turned, the normal map does appear, but flat on the floor it's totally gone
Looking great so far man! Just a quick note on the front. It's a bit too flat in major and minor shapes. Your reference image is not flat, it has interesting angled walls and nice chunky wooden beams to break up the surface. a little exaggerated but you get the idea.
Overall i like the feeling. Though some areas to me look flat. Like his knees and those thigh pads. Then the shield looks flat behind him. I think you have the right start. Just keep working on giving your art more volume.
Also, in Max you can make planar to specific axis: x/y/z Or select the verts/edges/faces and scale until flat. In Zbrush you can also scale until flat with the transpose line or transpose move along the local normal and use the clipping brush.
chunkier lips, can see what you mean now, the first one was supposed to be a little flat but i think i just made it flatter than the other head which was already too flat. also i will put ears on them soon i promise :P
Even if the windshield is bended, isn't it mapped onto a flat plane (in order for the normal map to cover it)? I'm not sure if this would introduce too much distortion. EDIT: The normal map texture is always flat, so when rendering to this texture you just use screen-aligned quads.
Nice work, the only part I don't like is the wheels which is mainly due to Aston's design, however, are you using a seperate smoothing group so that the front of the spokes are flat? Just wondering because they look too rounded to me at certain angles and not flat enough at others.
Hey guys, I was wondering if you have seen this before. I am modeling a mechanical object and doing a high to low bake in maya. When the spec is strong enough i am getting these artifacts. The surface is completely flat and the issue is definitely coming from the normal map since if i fill it with flat color the issue is…
Man, 300 tris isn't enough for the extruded metal plates. Oh well, flatness with shaders doesn't look too flat from far away luckily. LOD 0 is done and still refining the textures a bit, I want to add some sort of decal on the rocket but have no clue what to paint on... Suggestions?
So here's some process images while it's on it's way to completion Sketch: Corrected sketch: Color selection mapping: Flat colors with texture: Color selection mapping for background: Flatty flats: Rough shading (not done): Still gotta tweak the shading and highlights, blur some stuff and still work on the background,…