@Nadra_Nagy So as suspected, your lowpoly isn't quite matching up with your high poly. Your UV's look fine, could use some adjustments as well, and packed better to utilize the UV space much more. You also want to make sure you generate smoothing groups/hard edges based on your UV splits as mentioned (not sure if the…
I'm not sure what you mean by pinching exactly but I have some general knowledge about the subdivision workflow you seem to be using. Subdivision wants to smooth everything out by placing new edges mathematically in the middle of the edges that are already there, and by moving the edges you have already placed to create a…
Hm, that's really interesting. I did a quick calc on some simple models I have, one which I thought would be quite bad had an efficiency of 1.14, which isn't too terrible I suppose. Another which I deliberately kept reasonably optimised had an efficiency of 0.82. Interestingly enough a highly optimised cube (no top/bottom,…
Took your fbx and quickly adjusted your high res mesh and your low res uv's, adjusting smoothing groups afterwards. What I did notice is that your high res mesh doesn't have smooth edges to really exaggerate the effects of baking down to a normal map. Thus resulting in little to no effect on the normal map itself, remember…
MAkkon: Actualy using simple geometry with alpha so can't blend the normals. The smooth normals/corner is in the actual design/test, the corners are little beveled and I use smooth normals. When using hard normals the pillar look too clean, not natural, personnaly i prefer the smooth feeling. the decal was quick made, I…
Often overseen Artrage 4 does exactly what you are looking for. http://www.youtube.com/watch?v=tOoq9my0a9E&feature=player_detailpage#t=62 Like it more than painter (have V9 only to be honest) & photoshop CS6 for drawing. It's my favourite sketch & paint program now. Pure fun. Lovely UI. Bought it for ipad first, for mobile…
Alright! I started over from scratch this time, and I think the colors balance well in this one. I tried to push the brush strokes, the darks and the lights, the bevels, without using low opacity soft brushes. Instead I just sampled and used hard brushes. Here's what I got so far, keep in mind this is really heavy wip: I'd…
Well, i am working 1 prop at a time for the base, trying to get a high poly model for each prop and hopefully be baking it back down onto the low poly model. Right now i am doing the stand that the zaku will be standing on while being rotated around the factory like an assembly line like how this one is displayed. Right…
Yup you are correct on both cases, it does have a loading gate on the other side. The flashlights going to go away in the next set of postings, when I get back from work. As for Super Happy Cow post on the cylinder having some odd shading. I know exactly why its shading is fracked. It has to do with the insets forming…
Thanks Doug, Yeah,I learned that was a better approach halfway thru the process. Image heavy but heres an update to my scene. Heres every mesh for my scene, all the ones with the hard edges are covered by other meshes so they wont be seen. Im not sure if i need to still take them further? The following notes on the things…