Wow, thanks for sharing. I remember having to avoid POW when writing shaders for a mobile game, just using ADD/SUB/MULT but my blends ended up being much more fiddly and hard to finesse. Nice technique.
Ive changed the smoothing to be hard edged on steep angles and I think the whole thing looks pretty good now, or atleast alot better than it did before. with metal texture:
Hi. This issues has been with me for a while. I have problem when baking my hard surf. models. I've tried all methods and I still get Visable seams. This is using marmoset. I did the smoothing groups correct I think. I set hard edges. And I cut them. But I still get the seams when you're close to be visable. Is this a…
Does the lowpoly shading look good with the normal map applied? Hard edges are certainly useful to control the shading of the lowpoly, especially at steep angles - just remember to split the UVs along hard edges to avoid artifacts! Maybe check out Making sense of hard edges, uvs, normal maps and vertex counts?
adding the back logo, could not find a clean version so had to mess with it in photoshop the back lights have little extra circles in each panel, hard to add it procedurally, so will do it in photoshop
Will I be able to complete? Only time and hard work will tell. Wake up-> sit-> model-> repeat. Add-ons being used: - Hard Ops - Boxcutter - Mesh machine - Decal machine Challenge is to keep 1 model per day - one to three hours of modeling- 7 days a week. I will watch videos from dudes at Youtube that i follow such as (926)…
its quite hard to follow what's going on in the video to be honest i dont think you have much choice but to chuck some breakpoints in the BPs and identify which test is failing - it's probably a lot easier when there aren't 50 NPCs trying to do it all at once
hi people! i've been working on this model learning more about hard surface modeling, made and rendered in blender and the textures in substance, it's fully rigged although i'm not the best with rigging yet.
yellow means locked normals in maya - so all your normals are 'custom' guess your confused by this - so i think you should unlock normals and reset hard edges, and it will behave as expected.