I'm the one who learned Max and now learning Maya for my job too~ Maybe I can help you something, my job is focus the modeling path~ So I only tell about the different between modeling path and some basics~ And I'm using 3dsMax 2011 & Maya 2008 to telling the difference~ So maybe some of my advices are already outdated due…
In my experience it's totally ok bake over hard/split edge . It's never 100% perfect up close in this case, Especially in an actual game where normal maps 8 bit and compressed, You may have even worse looking thing if your engine does low res shadow maps forwarded (scene scaled) style and no contact shadows with actual…
Hi there, sorry for the late reply, had a bit of a busy weekend :) Yeah the edge detection is basically a post process effect applied to a Tangent Space normalmap in order to generate a neat "cracks and highlights" pass that I personally find to be very useful during the texturing process. It can look good when lightly…
Haha, add me to that club aswell! What you'll notice when you compare the old and new works of Orb, is that the style has changed quite a bit. Whereas your wall looks more similar to his earlier work. It's very sharp and crisp. If you look at the Throne it's much softer and it doesn't look as overworked when it comes to…
This literally makes no sense at all. Left unsmoothed to get a proper bake? What? Never have I ever heard of anyone not smoothing their high poly model to get a proper bake. That is the whole point of making the high poly in the first place. To give the appearance that there is more geometry and detail in the lower poly in…
It looks like you are setting all your edges to soft, 1 smoothing group, and baking. That is why you have all those gradients in your normal map, which can cause problems, especially when you compress your maps down. You want to make sure you are using hard edges to control your shading, and UV splits on those hard edges…
OOOOhhh nice results, so sexy. Nice work! Yep, that is the secret to stacking shells. Save space, Less work. Yep that is odd triangulation. This ngon is pretty much a nightmare scenario so that part will take the longest, and that's I use the turn to poly trick so it handles most of the edges for you. You put it on top of…
made a rug: My workflow for this isn't that thought through tbh though, i made it in a bit of a hurry :P but i'll likely come back to it. Here's how i did it: 1x 2048x1024 texture of a non-tiling rug material for the central rug mesh, and then an alpha border on the edge of the texture for the border mesh around the edge.…
Hi, I am trying ndo2 for creating tileable hardsurface normal maps. But I have a hard time finding any information about how to stop ndo2 from applying bevels at the edges of my texture space. So I thought the edgeless layer might be what I am looking for. But the documentation is thin and many tutorials seem to have the…
Hello all! I have some new screens of my Medical Lab prop that I would love to get some feedback on. I took A-Train's advice and went through the whole model again, re-chamfering hard edges and exaggerating other details. I also tried to refine the geometry a bit more and add in some new detail that previously wasn't there…