@Rappy That happens either when it detects multiple UV's and you don't load textures for each part at the start of the project. Or you export with multiple pieces and again you don't have them attached so it feels like it is a new object. @Bychop Well for starters 3DO is not loading the psd and 600mb is not that large…
I see it works for small pebbles on a ground surface pretty nicely . At least something you can use . But anything extra I tried looks so-so. Much the same as pre AI way i.e. crazy bump. Rocks - it can't cope with shadows , shape of rocks is kind of melted and unspecific . Any grainy flat surface like concrete or asphalt…
They are right regarding smoothing groups and UV islands. Less is better. But in a model already unwrapped to multiple separate UV islands there is no reason to make smooth shading in between different UV islands unless it's something rounded like a human head . An engine would split edges along the seam anyway. So smooth…
I think it's really the difference between per-pixel VS. per-vertex lighting. The normal map is there to compensate for the lack of vertex resolution in a typical low poly model. This is really visible in the lack of gradients in a typical 2D generated map. The gradients help compensate for the lack of verts that would be…
Hi everyone! Come check out my Gumroad tutorial on Hard Surface 3D Modeling for Production! https://gumroad.com/chungkan In this tutorial you will learn how to model a sci-fi drone bust using hard surface modeling techniques that are used in a professional production environment in both games and film. Not only will you…
CrazyButcher, I've been told Meshmender solves the basics of method 3, so it should be helpful. As I understand it the trick is in transforming those texel normals into unified world-space, which I guess can be tricky if the artist is mirroring along an arbitrary axis. Plus there are rotated UVs to work out too, but I hear…
ok ive set edit working pivot to insert, but if i put the pivot to centre of selection, it works until i put my mouse on it then it runs back to where-ever, so i have to find it and move it manually to where i want it every time, which is an arse when working on massive massive meshes. how would i go about making it so…
Hello! I've encountered an issue while baking normal maps for my model. I am making this grandfather clock: Everything was fine, I made highpolys of different elements, unwrapped lowpolys, tested if everything bakes properly - all was fine. Then I started to work on a top part of the clock: I did everything exactly the…
Hi everyone. The team I work with has recently started transitioning to physically based rendering. So I've been going back to some older assets and adding in MRAO maps and testing them, especially for bare metal stuff. Everything seems to be working well but I am a little confused on is where to include weathering. In…
Techniques are like asshole and opinions, everyone's got one and everyone thinks everyone else's stinks. I think it's time we update each other with the techniques we're using to cope with the current gen of graphics. Here's mine. Assuming I'm modeling from scratch: -Use splines and surfaces to build up dense geometry…