The tiles all have weird scaling to them. The ceiling tiles look a tad to big, the wall tiles are way to big, and the floor looks like bricks to be honest and probably should be square, or at least defined better texture wise. The depth of field and lens flare is overkill, and is blowing everything out to the point I can't…
PyrZern: Thanks man! Glad to be involved. I've been sitting on the sidelines for too long on this forum, so maybe this will kickstart me into being more active again. Also, I agree with butt_sahib, no one would bat an eye at 20k as long as it's being used well. Keep it coming. :) thepapercut: Thank you sir. The triangles…
The branch looks very jelly. You have to make it sharper, need to get rid of that smooth curves. The leafs are fine I think. When you are making foliage, there is something like Padding Edge. When you applied this texture with the black backround in the enigne, there will be black border around the leafs. To get rid of…
To me it looks like those border edges are treated as hard by default, or the cage goes over the edge. Does it display some artifacts on the mesh itself? If that is a problem, I'd personally extrude one more loop from those for baking purposes only, and remove it once everything is baked properly. It's generally a bad idea…
@Larry I'm not here yet so my method of unwrapping might be different once I get to that part, but I would say to do a cylindrical unwrap for most of the body, and leave the very top part of the head as a separate circle, like this (sorry for the crappy drawing) : I must admit that unwrapping a cylindrical object in a…
Hi, first I have to say to you that your vehicules seems to be reaaally cool. The problem is that the pedestal you have put your stuff on is not working at all and that decrease the work you have done on your vehicules; Your pedestal seems really rough especially because of the big flat border, replace it by an alpha dirt…
"the fact that it doesn't work on your face-selection but instead everything at once is a shame" It fucks up your uvs completely. DOn't know if that's intended behaviour, so if not let me know. How and what? Far enough to enable a normal-map bake without black lines along smoothing group-borders, so it would have to know…
Hey, after taking a look at the Blend file, here are some notes: Lowpoly - lowpoly has some hard edges with no splits UVs (for example along edge the blade) - this will result in artifacts when baking the normal map. Using the "Auto Smooth" modifier, which shades edges hard by angle can easily introduce such cases that go…
It looks like you are using Maya to preview your normals. If that's the case, then make sure you have your bump channel set as Tangent Space Normals and not just a simple Bump. Also make sure that any UV borders are hard edges on your model before you bake normals or you'll get less than dodgy results along your seams.
While 3DCoat's paint mode is primarily for painting on a model it also has a window showing your texture that you can paint on. It's slightly finicky because it won't let you brush past uv borders in the Texture View ( I think it used to be called UV view). 3DCoat also lets do projection painting from within Photoshop.…