Of course. Also google a lot, but unfortunately i cant found anything about artificial lighting on outdoor surfaces photogrammetry. I see only one topic about ring flashes, but the guy makes some objects, not surfaces, and looks like not for games or production but more with some researching purpose.
I would say that this is down to banding due to low surface curvature. The flat side showing the error isn't totally flat and the bake doesn't have enough resolution to accurately represent the curvature of the surface. As Bek said, bake at 16bit tiff and then use that (or dither to 8bit if you need 8bit)
Thankyou! The hard-surfacing was all done in Max, so I could easily get those hard edges using standard triple-edge-loop techniques. I only really used Zbrush for the cloth of the cowl, however hard-surface work in zbrush is something I'm currently practising.
Im not sure if this was mentioned, but does anyone use surface normal bake for floaters and then Geo normal bake for bevels? Its been working good for me. After baking both I mask paint the surface Normal over the Geo Normal bake . the process takes longer but the results are great
i'm going to hold of judgement on these things until get to use one. you could probably get the thing to work in 3d but the problem i see is calculating pressure on the surface. with a wacom it works with a simple mechanism in the pen. but how would you measure the pressure of a stroke on the surface of a 3d object?
Agreed: either alpha map it, or if you must have the detail in high poly use something like illustrator to create the flat lace shape. Import the curves into maya and create one or more nurbs trim surfaces, then deform those surfaces with an FFD or other deformer to match to the body shape.
This is something im also waiting for, the construction or rubble meshes are really nice. Would be really cool to see more meshes and textures like wood, bricks, tiles, old metals, etc... There are already a lot of nice surfaces online but it fells like every surface has like 20 clones.
I'm very curious on your hard surface worklow in zbrush. Did you just used you mesh/dynamesh sculpted and you have baked them on your low poly ? Or you have made an intermediate retopo for getting a clean hard surface shape ? Great work by the way ! :)
Yup, I used it for all the hard surface stuff in my Frankenstein mesh. Maybe modeling an entire hard surface model is crazy but Zbrush is used by a lot of people, I could imagine a concept artist who uses Zbrush doesn't also have a $1,000+ modeling app as well.
@throttlekitty I utilized took the condition/textures and applied the whole bit to a surface shader and applied that surface shader to my plane. However, I'm getting a black plane in the render as a result. (Thank you for patiently troubleshooting this with me, I can't thank you enough for the time you've put in to this)