This is the very beginning of my stylized treasure chest for a little scene I am doing for my website. Ill be posting step by steps. Please give any input as I go :D . again This is Just the beginning of the Hires.
This is a little work I did start quite a while ago and always worked step for step when I had the time, right now Im sitting on texturing detail like damage from laser and the like ^^
So, you need to bake the details from the hi model to the lo model. First, your lo model needs to match the hi model as closely as possible. Try duplicating your Ztool, and on the duplicate delete all the higher levels above the lowest level. Check and see if that lowest level matches your hi. You may need to adjust some…
You're not the first, and certainly won't be the last to lose his mind over normal mapping!! :) Hard edges being split by UV shells is also the right way to go. It has been the method that's been used for a long time. Don't get disheartened. It is a complex subject with many variables. Just keep on doing test bakes until…
Don't worry about fixing, you just need to be aware of them for now. Next step is start doing gesture drawings. Don't imagine people out of thin air, you need to draw from reference. Can be real people, still, photo, etc. Fill your sketch book with tons of them.…
It's easy to get overwhelmed at the start, there are so many methods and tools out there it's easy to choose the path of most resistance and think you need to figure out everything at once to make it. Just take it one step at a time, If you're into sci fi, learn hard edge modeling and baking. If you're a fantasy sort of…
Cool! Glad you're liking the thatching! :D Thank you for the great feedback! I believe some of it will come through a bit more in the texture actually for the mountain I've started with. As you maybe can see in this image I've been giving some time thinking on the direction that's been given by the water. However it feels…
Believe it or not, I downloaded that GDC presentation months ago and was going to learn the trim technique, but somehow forgot. Your post made me go back to that. So thx. Now onto your question about creating the diffuse and specular map, or rather, how they dynamically blend multiple texture together. I don't see them…
Hey all A friend of mine recommended that I start posting on this site on a regular basis due to the projects i'm doing what my future goals are. I'll give you a brief history of me. I've worked in the Games Industry for 4 years as a Designer/Producer and only ever dabbled in 3D Modelling when the creative urge takes hold.…
The blends occur around those angles. It might help you to see at a step-by-step breakdown of how triplanar works. http://www.neilblevins.com/art_lessons/blended_box_mapping/blended_box_mapping.htm