as above looks a bit flat, and the grout's too smooth also something overall (like some global grunge layer/layers ) would help tie the bricks to the grout and visa versa. Also looks a little washed out/bleached.
ookay, some of you are ready aware of it but I started a tutorial on how I put my character into doom3, calculated the normal maps with the d3 engines and such. so there we go, part 1 : setting up and creating normal maps for your model (character or not) for doom3 <u>Introduction: </u> Welcome in my first tutorial ever.…
This what i said "smooth cage and solid" - skewing tells baker how to treat with part of mesh - to bake it with smooth or solid normals. So yeah, i tried it
@sacboi Thank you! To answer your questions: 1. Maybe.. 2. They are flies! Need to do another pass on them as they still have a uniform material. @Celosia Hey, really appreciate the detailed feedback. There's some very interesting ideas there that I'm excited to try, such as the inversion of expectation. I struggle with…
Are all the polys on the low poly in one smoothing group? I cant tell what app you are using from the screenshots. From the model shot it looks like you have different shade groups. in Blender it is select all polys and shade smooth. Try recalculating normals. Simple stuff but you never know.
When I setup a project in substance and add my normal map it gives me these weird shading issues: (not sure why the lines are happening they didn't appear the first time I imported to substance) You can see this in blender as well but it goes away once the normal map is added It also appears on the top lip of the head…
1) Nurms subdivision toggle only exists in editable poly objects, it isn't in the "edit poly modifier". Depending on what you're doing you might build a stack that has you doing geometry edits far above the base object. 2) If you need to collapse your stack and turbosmooth is on top you can use "collapse to" command,…