Thanks for the kind words and great crits guys @DDuckworth: I see what you mean! I will get a better video for that. @NoltaN: I fixed up the normal maps, looks much better now. I used xNormals for almost all of the normal maps. @Gannon: Haha yeah it is kinda funky. Please tell me all your thoughts though, even the nit…
type in viewmode wireframe or viewmode whatever type of mode you want to view in here's a list of viewmodes taken directly from the udn * BRUSHWIREFRAME Renders scene in a wireframe view showing brush edges. * LIGHTCOMPLEXITY Renders scene using a special shader that displays the complexity of the lighting on (number…
Wireframe. Most people prefer their pimps with the wireframe overlayed over the model, like this. Usually that's done by duplicating the mesh, scaling along the vertex normals (3ds MAX: Push modifier) and applying a wireframe material.
Show the wireframe shots for a longer time. They only flash on to not even allow viewing. Either take those wireframes out and keep wireframe shots only for pictures.
I would suggest you render a wireframe, then reproject it back onto the model, then turn on shaded wireframe. Compare the two. See where it breaks down, and refine your process until the wireframes match up.
Moving forward with my FPS project Azimuth Cold. Currently working on the weapon, which will take a lot of space in a player viewport, so I spent some time modeling it. Did it old-school with SubD approach. I like how free it is, in contrast with nurbs CAD-like approach. Maybe more time-consuming especially at retopo stage…
I have completed the low poly and finished baking. I slapped on some placeholder textures to try out a render in unreal and see the results in-engine: The low poly landed around 32k tris. Here are some images with wireframe and texel density showing: I haven't dealth with normal map skewing yet as I will not move on to…
Sup. I always use a plane and apply my ref as a material. Here's my tips: When you make your plane that you are going to apply your ref to, make sure it doesnt have any length or width segments - this will make the wireframe of it less busy. To freeze your plane (make it unselectable) but keep the ref material showing up,…
Stop waiting! All you'd need to do is write your own shader that renders wireframe/wireframe on shaded, along with a scene shader that would perform the motion blur and bloom on the wireframe render! Bam, modeling in the next-generation!