You've got a lot of good stuff in here, I've enjoyed looking through it. One thing I have noticed though is that you do tend to have consistently sharp-edges in a lot your lowpoly models. I don't know if your bake quality just wasn't quite there or if you forgot to bake entirely, but I think that working to create smooth…
Some further tweaks to the post process and lighting - since I'm still running the same hard-ware that I had 8 years ago it seems like I can't utilize all new UE5 features (increasing the light source angle will cause major dithering artifacts), but I managed to get a slightly cleaner result. Trying to avoid any color bias…
At the moment, I am developing a horror game environment for my final major project at university, drawing inspiration from Highgate Cemetery, Victorian spiritualism, and classic British/American horror films like Hellraiser and The Exorcist. My tutor recently shared on Polycount that he visited Highgate Cemetery after…
Thanks! Unfortunately I can confirm that the [sharp] layer does NOT match DDO's own result when reloaded as an input map. Nor with quality curvature enabled or disabled. I noticed that the [sharp] layer from DDO however closely matches the curvature result from NDO. Which leads me to think that DDO uses the same method to…
Eraserhead: I wasn't sure when I started if the welds would read as well as I was hoping, so I'm glad they work. rasmus: That's partly my fault and partly Modo's. Modo doesn't do smoothing groups, so the only ways to get sharp edges are to use a material that affects every edge on the model depending on how sharp it is or…
It's OK to include a link in your post. Feel free to edit it. We have lots of tool makers sharing info on their tools, and asking for feedback. All we ask is that you post updates within the same thread, rather than cluttering up the forum with new threads each time. I'll move this to Technical Talk, where tools threads go.
Salary Range: $150–$400 per concept (negotiable based on detail level) Optional royalty sharing in exchange for reduced upfront cost Job Description: We're seeking a fantasy concept artist to bring our original ideas to life as visual references for 3D sculpting. This is for a line of high-detail miniatures used in…
Really good advice here. To further illustrate Eric's point: pure quad grid topology does tend to have a relatively consistent and dense geometry distribution. Which might not require support loops but can make it difficult to edit the basic shapes and control the edge sharpness. Most base meshes can be simplified by using…
I have a weird issue. Maya won't smooth an edge that should be rounding due to a lack of supporting geo. It just keeps a sharp edge no matter what. The faces are connected and merged so it's not an issue of separated faces. I tried converting it instead of just looking at preview and the same thing happens. That edge just…
Hi! Cool to see an update. I must say though, the shading on the terminal still looks off, like the normal map is not working with the mesh shading. I would doublecheck against the shading in your texturing app that all looks as intended in engine. If you want a second pair of eyes on it, feel free to share files (for…