Hi! Here is a thread on the topic: https://polycount.com/discussion/81154/understanding-averaged-normals-and-ray-projection-who-put-waviness-in-my-normal-map/p1 Edit: Here is a quick test with a shape similar to your example, trying to illustrate the subject. Geometry is identical, but with example A, I transferred the…
Hey Polycount, I got a question regarding the roughness found in metalness. COMPLETELY DISREGARDING non-metal/dielectric detail like rust,dirt,scratches etc, are there any real life metals that have completely blurred to no reflections at all? See the middle and far right teapots as examples. I understand metal on its own…
I like the badger, his hands and claws could use some work though, they don't look functional really, more like an awkward glove. As far as the upside down cross, it doesn't really matter what it's origins are if 90% of the people initially think "satanism" or "anti-religion" Thats like using the non skewed swastika and…
Oh wow, Thanks to Jeff Parrott, Swizzle, and indavisual for the examples and tips. We're got a project coming up that is going to include some workshop content as bonuses, so I'd like to figure out as much of this as possible ahead of time to reduce the amount of trial-and-error I have later. This will be a huge…
@ysalex Though IMO, I think a good basemesh would be more popular than a lewd art. I think I saw the ones you put up on fake accounts, and they look pretty neat :P A lewd art would be liked and viewed mostly by people who like to view it. Whereas a good basemesh, although albeit naked in nature, can also serve as an…
Hi! By now you probably put your plan into action. When you're generally happy with the shading achieved by the modifier, you could apply it as a starting point. Personally, I define sharp edges while checking the mesh shading, placing UV seams at the same time (unwrapping in Blender). I had another look at the model, so…
This is really just a practical example, this model itself isn’t used for anything. I usually work on low-resource video games where the mesh has to be heavily optimized, which is why avoiding support loops gives us a big advantage. Sometimes my models can be seen in first person, and that’s where the main problems…
Hey! Took a look at the file and the first thing I would note, is that the UVs are not good enough. This loop for example occupies only a few pixels - a bad bake is inevitable: Second note would be that the model is currently not very optimized. Lots of geometry that doesn't contribute to shape and shading. Some general…
To me, AAA / AAAA is primarily a marker of budget and production scale, not a guarantee of quality or depth. Skull and Bones feels more like an example of how a long, complex production combined with live-service constraints can erode systemic depth, even when a significant amount of resources has been invested.
@Pep_mepla Nice progress! I find adding some smaller shapes early that break up large areas, for example some pipes or protrusions, can help with getting a better feel for the proportions. Keep it up :+1: @dspi Congrats on finishing the asset, I think it looks good. A note I have is that the edge of the liquid is pops out…