Hello there. I'm currently working on creating a barrel plank and wanted to conduct a test bake, but unfortunately it's not working correctly. The least artifacts in the bake I get when using the 4k version, but I'd like to avoid using a 4k normal map due to the model being intended for a game. Here's my workflow for…
Hi, I am not sure if this is the correct place to post my question, so please do forgive me if I have posted in the wrong section. I have done basic modeling in 3ds max till now and never used textures before. But now I am doing a small project where I want to submit a weapon model to a game called Dota 2. I have tried my…
Hi, long time follower first time poster. Im currently teaching myself how to sharpen edges on a smoothed hard surface. And up until now Ive been able to figure out all the smoothing 'pinching' with topology adjustments. However I am now trying to bevel an inside (concave) corner of some car body work as in : I read…
Having to learn Maya coming from Max I was really missing the super smart create script Pedro made So I'm trying my best to recreate it, being pretty new to Maya and python I'm sure this things can be done way more efficient and the functionality could be improved, so please feel free to post suggestions. I have developed…
Sorry, I should I been more clear - I meant "smoothing groups" in the colloquial sense. What I meant by that was "edges set to hard", or put differently, vertex normals split up in such a way that makes the edges appear hard. I actually had no idea that the OBJ format made a distinction between these. Aren't you talking…
hamzaaa, I put a bit of discoloration wear around the grip but let me know if that doesn't look quite right. I played a bit of Battlefield 3 earlier and saw that where I usually painted edges with scratches, they photo source the hell out of border edges with rough scratches. The flashlight illustrates my attempt at that.…
Some really great work in there :D That demon skull headed gnome looks pretty horrific :) My personal little gripes though. The skull/bone structure wall is too heavily chipped/weathered on the protected edges, while the exposed edges are equally weathered. Either the exposed edges need more chips, or the protected edges…
Ooh, a normal maps thread. I just thought I'd chime in on the hard edges front and say that sometimes, a hard edge results in better bakes (to wit, less skewing) and smoothing/lighting for relatively little edge artifacting in return. I know it's not a tradeoff people like much, but I make stuff for DOTA and the poly…
I see a ton of edge loops that don't need to be there if you want to reduce the poly count. A lot of your cylinders seem like they could have less edge loops, particularly the guns (it looks like you modeled in a tiny lip in the barrel), those things on top of the hatch. The cockpit's edge loops are uneven - many more…
Smoothing groups is his response to the hard edges you have. In maya you want to smooth your normals by softening your edge loops. Go into edge mode > select all edges > SHIFT RC > soften edges. I've never heard of self illumination. BUT, it would look much cleaner if you used ambient occlusion on your model. Just applying…