Very nice but i think it misses welding marks. Downpipe to muffler and the exaust pipe from muffler both seem like they were pressed along with the muffler from a single piece. Also the luggage holder pipes intersect too cleanly. And some edges might be too sharp, you cant press sharp edges from sheet metal and after you…
She would hack her wings to pieces but really who cares she's hot with or without the wings. The sword looks good but kind of lacks some texture sharpness. This could be caused by low texture size or poor texture painting? The edge of the sword doesn't seem sharp in the lower right render. Maybe putting the back of the…
There isn't, really. There's a few tricks you can use but any 'automatic' tiler is never going to give you good results. I cheated with the UVs on mine so I didn't need to make the texture tile. Regarding your stone floor texture, short answer is that it'll look smooth because you've got smooth(ish) normals in the…
Cheers for sharing and well done, really a benchmark for people like me who find complex HS game art soooo grindingly head desking HARD! Edit: Icing on the cake imo is that you've crammed everything onto one texture sheet which is what I'm currently aiming to emulate....hopefully on some of the stuff I've left unfinished.
Thanks @Udjani and @poopipe. :smiley: I have now got great baking results, and now I also have a much better understanding of the importance of shading in a high poly to low poly bake. In the end I got these results using autosmooth at 180, with sharp edges to support areas with bad shading and on general sharp edges. I…
Not true. Ever since 2.40 or so, Blender has the EdgeSplit modifier, which makes edges marked as sharp render as hard edges. Edges can be made sharp by selecting them and pressing Ctrl+e -> Mark Sharp. It's a lot like Maya's system, so it has the same functionality as smoothing groups. Nice model, by the way. It's actually…
Yeah good call on the handle. The metal as it is is pretty good, im not sure how you're doing it now, but the difference between the painted section and the sharp section should mostly be in the spec(as that area is way brighter in color, its way shiner). With only a little difference in the diffuse. So just a little…
Working on finishing up this asset, with material variants. Soon to be released for public download in the glTF Sample Assets repository. The second hand is animated, with step keyframes for that sharp "tick-tock" motion. Anisotropic carbon fiber is done with a normal map like this: Real-time viewer:…
Where everything starts and nothing* ends. --- Welcome to my digital sketchbook! Since I passionately specialize in 2D concept art and illustration, such works will likely take center stage. But my interests branch into countless other creative fields, such as digital (and traditional) 3D Modelling, Sculpting and…
Hi! Blender has a Triangulate modifier (keep normals option to preserve shading), which makes it easy to work with quads and triangulate on export. I recommend triangulating to ensure topology (and as a result mesh shading) is the same across softwares. Since you shared UV layout, I'll note that there's a lot of unused…