Yeah, I understand that there are other ways to get this done and this does look like a waste of time and effort without context. What's spurred me into making this is the discrepancy in scale with the different methods. The environment I'm making for a game will end up with a large amount of brick and stone textures on…
Benjamin Sauder has an Edge Flow Addon similar to Mario Baldi's (bluego) Modo's Edge Flow 2.0 kit: GitHub - BenjaminSauder/EdgeFlow: Blender tools for working with edgeloops
Its def. looking better imo. Now I would give it what I call a blob pass, where you add a slight random cloudyness to your textures. I have a cloud brush I use for this in photoshop, but you have to make it really subtle. This will make your textures look less flat. Also, did you really look at that link I sent you?…
"And I got really good results in my bakes when I started using Cages throughout this tutorial." I hope I am not going to sound like a jerk here, but the first step for you to determine whether or not they are "old news" would be for you to investigate and understand why you suddenly got good results out of using them. And…
I really like 3ds max, I only use 2009. Because as some other people mentioned I find 2010+ up cluttered. the UI doesnt make sense. I like the number of plugins and scripts available for max, the community is big and there is some really cool stuff on scriptspot. Also I use a lot soulburn scripts, that helps a lot. I…
Hi everybody, I'm new to the polycount forum and currently on the third module of my Master program where I get to choose skills to improve. So in order to prepare for this module I would like to ask you fine people what you think I should improve on my 3D models. The final project in this program is supposed to be a…
Senior Hard Surface Artist (Remote): We are a team of expert developers with the goal of creating the next generation of systems that will power gaming and game development. We're seeking an experienced Senior Hard Surface Artist to create modular 3D assets that meet strict criteria in terms of fidelity and precision. You…
It's not smoothing groups. Unity only supports 1 vertex color per vertex. So, you cannot color per polygon (which causes hard edges in vertex color, because edge vertices are then storing multiple colors). If you want hard edges in VC, either chamfer the edges with tight bevels (not recommended, long thin triangles are bad…
The trouble is that the edge selection is the part that takes the least amount of time (and doesn't break unless there are broken SGs in which case the whole inset-by-SGs concept breaks) - there was basically no difference from making chamfer pick edges by smoothing group and setting my own set of edges (which also…
Holy tight edges! You really need to watch your edges, right now many of them are so tight, it makes baking a normal map sort of pointless. You can already see aliasing going down on a majority of your edges. If you don't mind, a paintover highlighting just a few of the edges. Really important to keep the fundementals of…