Hello, I've been working on the ACE Socom Stock for use with a couple firearm projects, and i would like to hear some feedback. A few questions, infact, regarding the smoothing of a specific set of edges. Im also very new to modelling, so dont be to harsh. Ref. Image The Highlighted edges in the last pic are the ones i…
Ok, this has been bugging the hell out of me... Apparently if you have a UV seam ANYWHERE on your model you can not get the specular hot spot to not show up as a seam around it. Even in supplied sample content of the engine you can find a specular seam. Yes, the normals on the faces are smoothed. No, there is no smoothing…
Okay so I've imported the normal as TC_NormalMap and I've tried flipping the green channel but no luck. In UDK In UDK with green channel flipped In 3DS Max Normal map UDK nodes (as you can see I've tried multiplying it) My smoothing groups are set to my UV islands. I feel as though my the normal map isn't recognizing the…
As shown in the attachment . (The Reference image used is for only learning purpose only ) step 1 . using shade smooth and edge split but couldn't achieve details step 2. applying subdivision modifier over the mesh is making it overall smooth loosing all the details step 3.adding edge loops to make edges sharpen but it is…
Yeahh Bro, as per my prescriptive it will b good for understanding low poly modeling and power of texturing, u can do chamfers on main visible edges for showing it smooth, and live smaall parts with hard edges. and yeahh for head light or any spherical surface you can reduce tricount like this…
There is no subdivision enabled in that shot no, was just testing unwrapping without for practice, during renders I've been applying the turbo smooth modifier to the tyres and the car I'm working on. I guess the idea is to collapse the turbo smooth modifier into the high poly before baking out the normals to make it super…
Yes. You would get much better result by using a little bit more geometry on the lowpoly, and just let some bevels do the edge smoothness of a 60 meters big object. You would only increase the tris count by little amount, and you wouldn't need a 4k texture. Sounds much better to me. I see you also have some issues with…
Tris and n-gons are fine to use, but I would agree avoiding them when you start learning how to model does help make things simpler. Obviously it's safe to use them in flat areas where they aren't going to cause any smoothing errors, and there's actually some situations when subdiv modeling when ngons give better smoothing…
Thanks. i think i know what you mean, you mean like shes tensing her buttocks? the (left) is supposed to have a very 'tight' butt for an athletic look, and the (right) more apple shaped. also, maybe the smoothing group isn't that great, maybe it doesn't define the shape well? heres with no smoothing groups: i wanted to…
Thanks for sharing. You can use Standard Shader in Unity without additional texture to AO or height. Albedo = RGB Albedo Color, A Alpha (optional) Metallic = R Metalness, A Smoothness Normal = RGB Normals Height = G Height Occlusion = G Occlusion so, that's work in Standard Shader: 4k Base Color - RGB - 10.7MB 4k…