While the face normals (the one from a center of each triangle ) looks perfectly up those normal are derivative as a median of vertex normals in triangles corners. The bottom left corner for example , clearly not 90 degree up . it's what creates shading gradients. Face weighting, or direct normals editing could fix it .…
Cool was fun to see the progress, yeah, just would've liked to see more "grime/dirt/buildup" to areas that would be touched a bunch (both sides of that "door") like the front panel that opens for the tablet pad/workspace, probably would be cool to see some sort of hand or outline of how one would use this thing and go full…
Lighting and pipeline Test: Blender Eevee Dead simple render using some default terrain and a couple of cubes. Nothing fancy or particularly interesting.
No, sorry. The normal map was baked in Substance 3D Painter. The model also wasn't flipped during symmetry as it was modeled roughly off of a default torus. No, the shaded model also shows the seam. https://i.gyazo.com/6db34e9a6d856c34c3a432c07736bb31.png Thank you, I'll take a look at the article and reply back.
@Alex_J I wonder how well this works in practice. Losing GI in a scene originally designed and lit for it would have a very significant impact visually, I feel like you'd need 2 different lighting scenarios for lumen on and lumen off. I almost feel that I wouldn't even bother with trying to support both. Unreals current…
When retopologizing, modo seems to automatically engage in "snap mode" whenever I select the pen, topology pen or topology sketch tools. Is there a setting in my preferences to disable this feature by default?
Just wondering if there was a way to expand the default 3Ds Max Viewport grid ? By the number of rows/columns. Similar to how the grid looks when in top/left/right viewports.