Hi! Certainly a simple example would be best way to get familiar with how tangent space normal maps look/ behave and to set things up in the soft that's being rendered in. Checking the shared Painter file, it looks like the seam showing in that face area is exacerbated by seams/ discontinuity in the curvature map (and as a…
This is an example of a spot that has a black outline from certain angles when baked in marmoset, with transparency on to see the difference between low and high poly. For example, I have been trying to fix it by manually making the top edge closer to the high poly.
Here is a proof that the "general usable materials assigned by slots" is the best performing and also good looking solution. Use a standard size of e.g. 1 square meter for the UV projection (e.g. box/cube projection) and make some seamless tileable materials with now significant spots. for large areas use different scaled…
The main problem with this method, or a similar method someone else posted a while ago(where they take the lowpoly and bevel edges to create the high, but keep the silhouette the same to avoid waviness) is that your edges will always look like jagged lowpoly models. When you get some slight waviness in there, it will at…
I don't see blender making any great strides for some time - i think it'll happen but I don't think it'll happen very quickly example reasons that aren't silly - The studio probably has a 15 year old Maya toolset which they don't want to rewrite - I've rattled on at length about DCC agnostic tooling on here in the past -…
hey guys, I have a question that the web gurus here may be able to help with. Perfect example is polycount itself. I always punch in "boards.polycount.net" and it redirects to "polycount.com/forum" How is this done specifically? I know about .htaccess 301 commands, but I cant seem to grasp how to tell it to use a…
Mainly I mean texture-only work, maybe with some slight reflection map shenannigans if needed. it doesn't have to be pixel-perfect stuff or anything. I know that there was an example of a flowing river in a game, but I cannot remember for the life of me, so this is close enough to what I'm talking about.
Thanks for your kind words, really appreciate hearing it from a fellow artist :) And yeah, I guess it is not so obvious for now and we should improve UI anytime soon, but you can just leave Levels/Maps Quantity at 0, and it would not affect total cost/time estimates. And you can always check what calc estimated in…
Congrats on diving in and making it through, I would call it a successful test, so congrats! =) However that doesn't mean there isn't room for improvement... 1) There are a lot of similar materials applied to unique UV shells. They could be stacked fairly easily and allow you to pack more pixels on each face without…