That is actually correct and needed. See the image below: A displacement map / height map stores the distance between the lowpoly and the highpoly mesh surface. See how the lowpoly verts are alighed to the highpoly details but there are humps and valleys of the highpoly clipping through the lowpoly. This looks like as the…
kk Thanks a lot for the input guys! I really appreciate it and it's very valuable! I think I get the fact that for high poly game models, you need to ease up on the support loops. A lot of times I do a couple of double smooths, then a final regular turbosmooth, since I"m going for photo realism. Is the reason for easing up…
So, according to the crits that were given, I've boosted the wall heights (from 128 to 160) and lowered the railings (from 64 to 52-ish). For the railings unforunately, I've decided to not slant them to make the construction easier for corners. (lazy!) I then proceeded to unwrap all my pieces and bake the high res meshes…
If you want it to look correct then yes you will have to rebake. The bake accounts for the exact vertex normals of your mesh, so when you go in adding/removing verts you're changing the smoothing etc and break the normals map. Some times you can get away with this, say if you have a simple cylinder type object with hard…
per, you are right about the difficulties of mechanical modeling. there are a lot of technical issues to keep in mind. I know about all that, trust me. i was never trying to say that mechanical modeling is very very easy compared to human modeling, in fact it was the other way around. you think that is exclusive to hard…
Dataday 1) Symmetry I consider mirroring an instance not being a proper symmetry tool in 2015. In 2008 - maybe, not today. Regular modo symmetry in 801 breaks just after I move out of the sphere/box modelling and there`s no way to fix it. In maya 15+16 you can model with topological symmetry anywhere in 3d space with any…
Player collision in a classic fps multiplayer setup is often handled by the server only. The reason is simple, you need one consistent world representation. To avoid player penetration due lag most games also implements some kind of client side physics to predicit the movement of other players and to calculate the corrent…
So, it did go well according to plan! There is quite a lot of empty UV space left from the fact the catsuit takes fringes of the UDIMS, so I guess I’ll use that space for the props. The sculpt of the catsuit needs more iteration, it’s not smoothed enough to my taste and it feels crumbly whereas I’d like it to feel smoother…
So I'm having a bit of a problem and I've been wracking my brain for the past couple hours trying to figure out why I'm having issues here. I've got a chest I'm working on, and where my seams in maya are placed, I'm getting no normal map information. Usually I would see some transfer from one shell to another, and get a…
Allright, first let me say hi... it's my first post in YEARS and i don't think anyone will remember me. back then i was still very young and never really got any great models. now about a month ago i decided to give it a try again and downloaded blender.. then after experimenting with a few models and coming back here i…