Forgot to post yesterday's work. MAR 03: Started first detail pass. No idea what I'm doing, so everything is being done with clay tubes brush and a little of the form brush, atm. Very tough, seems like it's a constant game of sculpt > smooth > sculpt > smooth until some of the forms come out. Today's progress: Trying to…
Nice work, the concept is cool and you pulled it off pretty nicely. I like the feeling of mass it all has. The mesh is a bit weird in some places, lots of unnecessary polys, especially in the forehead is one of the main areas I see. This model was built for subdivision, yeah? I'll be interested to see how it looks when…
Your final triangle count for the low poly car body element, tells me that this object may be targeted toward VR output or perhaps a smart mobile form factor? Anyway assuming if indeed the case, then high-flow baking strategy as much detail down is what I'd recommend. However notable artifacts here are actually related to…
@AndyC_Art as explained above, this is a fundamental property of ray-traced rendering. Shadow quality is dependent on the detail or smoothness of the geometry, which can't be faked with a normal map to make it appear more smooth than it is. Please try some of the suggestions in the response before yours.
if anyone can help it would be greatly appreciated, ive posted on multiple forums and they all give the same answer which doesnt fix the issue. every time i bake a model i always get bad artifacting on the normals. ive never had this issue before but now every model i bake out always has this issue. the issue is that there…
Hi! could I get some help on how to approach this? I start with a smoothed cube, sort of a watered down sphere and then used the multi cut to create the details that i would carve out, sadly the edges on the face shapes get way too smoothed once i apply subdv. so i have to start adding edge loops and, well it ends up…
Hi all so finally time to reveal what i have been working on while asking so many questions here. Thank you all for so much sharing of knowledge and ideas. Learned great deal of new things. :) All textures are hand painted except on rocks and Landscape :D Rest of the environment is made from one 2048x2048 texture, Since…
If you're a MODO user, I've put together a toolkit for controlling vertex normals. It includes; - A bunch of tools for controlling edge smoothing (Maya-style), but also has full smoothing group support (better than MODO's native support). - Some "final pass" normals options, including area weighting, angle weighting and…
hey so i wanted to try out zbrush's new uv mapping function, and it's pretty cool. a quick disclaimer this model is not mine, i just needed a topoed model with multiple subdivisions to test this. i can't recall who did it so forgive me. anyway, i ended up making 4 normal maps for this guy because they were all coming out…
Hey guys, thanks for all the help! (Thanks to ZombieWells too if he reads this, for the private message. That helped too :) ) Sorry for posting back so late, I've been going on and off again on this thing in my free time. I ended up fixing some erros I was having, by doing a couple of things: 1. Relax modifier. My edges…