I'm trying to bake a high to low normal map using Substance Painter (I've tried Substance Designer too). Usually I'll use all soft edges on my low poly, but that gives me some severe gradients, especially on this model. So I've been reading up on using hard edges to get a better bake. I'm using Maya, so I mark certain…
On the "highest level" sword, the biggest one that looks partially on fire type of thing... I'd remove that extra little blade on the handle that goes down towards the users hand. It isn't long enough to do any extra damage, and with the handle being shorter than the "lvl 4" type of thing, it really seems like it might…
Yeah it takes a shot while to get used to that hand-eye disconnect. For me the only problem I really have still is pressure sensitivity. It's often useless to me since I used to draw on paper only with hard leads like HB, so when I use my intuos 2 with it's shiny surface I often push very hard to get that tactile feel. Not…
just got it today. Fantastic stuff! I agree that rolling is hard to pull off, and sometimes the battles are hard to control considering my hand is over the screen, although for me, thats the beauty - too many easy games out there. After a good 2hr session, I came away feeling like I'd been playing the gamecube version.…
Hello everybody, I am trying to figure out how can I create a shader in Unreal 4 where I can add a texture which would be blended on top of the Albedo with the same effect as Photoshop Hard Light. This is just intended to get some texture variation on tileable textures. This is my asset, (in substance painter) this is the…
I agree. It looks pretty good. It's hard to see the form well from this angle though.. A 3/4 view would help. The silhouette looks good from the front. Also the lighting makes it a bit hard to see the polys, especially in the feet/hands. Lastly, it's probably easy for you to "ignore the sash clipping" since you know how…
project is looking really cool man. I would like to offer a suggestion on the bun. The handle is a constant thickness from the base all the hway to the stock. The concept art shows more of a taper, although very slight, toward the top of the handle, I think this would be more ergonomic for the hand to hold. As it is right…
You have the correct idea for the handle. Low poly objects are not known for their 'roundness'. at most for a low poly sword you need 6-8 sides for that handle. You have somewhere around 20. The smooth modifier (or whatever maya calls it) will make it render smoother than it is. Also, you could get by with only 1 edge…
Hello. I'm having hard times with hard surface modelling. At the picture, thick edges need to be preserved when smoothing, so I added extra loops. The problem is that I don't know how to resolve the upper intersection neatly. Currently there is a little pinching. Any ideas?