So, I work a lot with objects that are mirrored on the X axis in order to save texture space. But my meshes have this very visible seam along the center. See example: https://i.imgur.com/OZRgIqfg.jpg In this example, the mesh has a visible seam already and I haven't even baked yet. So, I've tried using custom vertex…
This is great! I would love to see those bright white headlights casting more light onto the barrel. If they're that large and bright, they should be lighting it up more? An example https://www.thisiscolossal.com/wp-content/uploads/2017/10/vend-7.jpg It might also help to reduce the exposure on the white areas so we can…
@Boosted24v There's a lot of factors at play here but the majority of the issues with the model are related to inaccurate or incomplete shape geometry and noncontinuous / non-coplanar topology. When it comes to the actual modeling process the issue is more of what's being hidden by the n-gons rather than the n-gons…
Hey Equil, I just wanted to try and shed some light on some of the questions people have regarding the technique and the issues you've raised. First of all you are correct that this will not work well on examples such as these where the base lighting on the object doesn't look good. In other words the normals on the lo-res…
PREPRODUCTION I started off by gathering as much reference as I could, trying to recognize patterns on the temple pieces that could make modularity easier, even if there are going to be destroyed versions of these assets. Decided how I would break the different pieces for an efficient workflow that allowed me to have…
@LeoNexus6 Glad you found it useful :) @Sarp Cool that you're joining the challenge. I think each of the press designs has quite the distinct personality, so I'm not sure how successful one can mix parts without creating something new entirely. But hey, if that's the goal you're setting yourself, I'm curious to see what…
Whether you work with one fully blocked out body, or you work with separate panels extracted from an early stage you want to make sure that your topology lines flow uniformly across the different panels. If a panel for example has 2 edges close to a corner and the adjoining panel has 3, then there could be a clear viewable…
As a general rule of thumb you want to go dressed 1 step up from what you expect their normal clothing to be like. So for example most game studios have a casual clothing policie so smart jeans with a dress shirt and some smart shoes / boots is usually good enough If you go dressed too smart, i.e in a suit for example you…
The albedo example you show is not the true albedo. It should have NO lighting information at all. No shading, no smooth reflectivity. The overlapping boards are showing shadows, and the raised wood grain is showing lighting information. Just as Noth says, that lighting information should be coming from your normal map,…
Hey Adam! I know this isn't exactly what your looking for, but as the others have said Chromatic Aberration could work nicely with the scene you have, here's an example of a UDK Chromatic Aberration in the UDK (By Willi Hammes) - As for the vignette you should use some offset UV's to make a mask around the border of the…