You sir, are correct! It _is_ indeed 2009(almost 2010 actually) and we _do_ have stable operating systems. The OSes have become so good they handle most software failures. Only time an operating system fails today is most likely due to a hardware failure that the OS is incapable of handling which in turn only happends when…
Note that you generally want to go the other direction... generate UV seams from hard edges. To reduce shading errors with tangent-space normal maps, it is best to split and separate the UVs where there are hard edges on the model. Hard edges are not needed for every UV edge though. I.e. there can be more UV edges than…
I know that normal map issue will never end, so... :) I created a lp cylinder and hp cylinder with top edgeloop beveled. In lp cylinder I set the top edge loop hard (because it's 90 degrees). in uv I split all hard edges to the separate shells. gave them 1 km padding :D duplicated lp cylinder. locked normals. triangulated.…
Hi there. I am currently struggeling with baking perfect normals for hard surface objects in Xnormal. I am currently using maya 2012 and would be really happy, if someone could help me. This is the low poly object on which I want to bake my normals The high poly was done in maya and zBrush. The Problem is, that I get some…
We are creating a hard surface pipeline at work, and I want to see if i can find examples of other peoples workflow/pipelines I have been able to find some really good character pipelines online, but no Hard surface. And I am sure that they exist. Can anyone point me to some?
[SKETCHFAB]af16681aff544c98b619959a6da22ead[/SKETCHFAB] Man! The things I want to do with this contest haha, really hard to make a decision. I've actually always been a fan of the League's lore, mainly because it's just enough to flesh out the world and characters, but still leaves a lot to the imagination. I wanted to do…
Hello friends, I'm preparing to make some modular characters for a Unity game. I am new to this workflow and I'm hoping to draw on from some more experienced people on this! In particular, I'm anticipating needing to have the same clothing swaps work for multiple body types: slim, average, and large body type. (I will add…
Hey guys. I'm working on some Modular Sci-fi Hallway stuff and I had a question about hard edges. If I want to add support loops or make a hard edge slightly softer how many edge loops do you guys think is a good number?
Hi, I'm trying to make sense of the workflow from low poly to high poly. Basically here is one of my model: My goal is to bring this into zbrush and just trim some edges to make it looks old. My initial thought would be to UV in maya --> bring fbx into zbrush to work on it --> bake the high poly from zbrush onto the low…
After I myself finished working out, I went on a reference hunting spree on google and found 14 very good upper body images that capture every little detail (no fake bulky body builders, though). Going to work up another sculpt here in a minute. Just want to thank everyone who has posted on this thread, the most recent…