The maths are explained in the linked article. it's a simple texture lookup (gradient map) based on light contribution - i.e dot(light direction, surface normal) the nice thing here is that rangaros has used curve assets instead of textures to define the gradients. This replaces the engine modification described in the…
There's a couple ways you can approach this and it depends on whether or not the overall surface is curved or flat. #1: the issue is there's an uneven or unmatched number of segments between the inside and outside shapes. #2: use less geometry on the outside radius and match the number of segments on the inside radius. #3:…
You need low poly model for video games . As well as for animation too . The one hi res surface could be baked as normal map or displacement . It's not only games related actually . Nobody animates anything made of millions of polys . You can use any retopology tool if you don't like Zremesher. Blender,3d max or MAya too…
Hey everyone. Well, I'm coming from an organic modeling background, and I'm working on my hard-surface skills now... I know all the basics, I understand topology and how to handle everything... how to harden a surface by using edges well, etc... But I lack some knowledge in how to "solve" some more advanced creasing…
Almost forgot, look into mallet fast, which is hidden in the lightbox folder in zbrush. You can create rough gouges in rock surface that you can then go back over with the surface smoothing brushes I mentioned.
that wood-like organic surface looks freaking cool. shame that legs are cut like that though. if the hard surface stuff is supposed to be stone then it doesn't look like it. mostly due to sharp edges and thin long forms.