I have limited knowledge of animation and rigging so I would recommend dropping by the animation section of Polycount as well (https://polycount.com/categories/animation-showcase-critiques) Or show your model to your animator and ask what they want changed. But, I think I see a couple of things that could help. Take my…
Well I think for one thing your portfolio doesn´t show what you wanna do, you got props, characters, environments and materials. it´s generally not a great idea to spread yourself thin by doing a bit of everything. I assume that´s because your school assigned you all kinds of stuff to do but now that you´re not in school…
Thanks @capone! Its actually not so tricky. I just mask off more and more dense cell nodes via the inverse values of the prior cell noise. I'll edit this post tomorrow with a lil guide. Super simple technique! :smiley: Update: Edit: Here's how I restrict smaller cracks to places where larger cracks join. Its just a mask…
If you're talking about that little pinch you have going up the side of your candle holder, it's because you have that extra edge loop that's throwing off the even distribution of edge loops around your main cylinder piece. When you are working in smooth preview (3 key), rounded objects are very sensitive to how the edges…
Yeah unless all you have is a flat plane almost every static mesh will need a separate set of UVs just for lightmaps. The general rules for lightmaps in UDK are: 1. Make sure there are no overlapping UVs. 2. Make sure there is 2 pixels of padding around each UV shell (4 pixels total between two different shells) to prevent…
Looking at some images of old forklifts, a few things stand out to me. 1) I think the edge wear is too prolific. You have it covering most edges very uniformly. Some areas have more wear than others, but the contrast here is kind of weak. Some areas, like the back, would have quite a bit of edge wear from bumping and…
Short answer is that you did some edge loops or something after doing the skin bind. Long answer because I'm procrastinating bigtime! So when you do certain actions/modifiers on a model, like bevel or add an edge loop for example, a history node is created that stores what was affected and the parameters of that operation.…
actually blender's fbx exporter can tag edges as hard or smooth - you don't need an edgesplit modifier even, simply set edges as sharp in blender and set smoothing to 'edge' in the export options. should be wort a shot, don't know for sure if unity reads that info though. (if I am reading the context of this conversation…
It looks like you got too agressive with your edge loop reduction, those seams tend to come through when you remove edge loops ona beveled edge. Look at the last post in this thread for an example: http://polycount.com/discussion/200700/substance-painter-baking-problems-seams-seams-everywhere#latest
Just baked it in Xnormal with a cage and no difference. I'm at a loss as to why it is doing this. On the other hand I set Edge Padding to 4. Which made a significant difference although not perfect, next I will bake it in an exploded form which should solve most of the problems but the edges will probably still be weird…