Maps baked in Max should look perfect in TB2 with the max tangents, there were issues in the beta but those were fixed. A couple things though: 1. Make sure to triangulate your mesh, some of the errors in your first image are from loading a quad mesh, with TB triangulating differently than Max (the X shaped smoothing…
Generally that's something you'd do for hard-surface items. It's beneficial when you've got quite sharp edges in the low poly mesh because it means the normal map has less "work" to do - it doesn't have to account for a rapid change in surface normal. Edges with a 90 degrees or sharper can be problematic even for properly…
Hey Thank You! Its just a Diffuse Map on the Blade. The Handle is a Maya standart material, because i didnt unwrap the handle yet. Ok, i didnt know that the logo is an american/english company. I just picked it up from google pic search. My reference is an Eickhorn Kampfmesser 2000, and thats german. I changed Name and…
http://www.polycount.com/forum/forumdisplay.php?f=43 A subforum called technical talk. As for your sword sheath, it's really hard to tell what shape you WANT it to be. I don't see pinching but if it's the stretching back you're talking about you need to add supporting edges. Mainly the red line, if you're also looking for…
Well, as far as adding actual geometry details, you are going to have to use your creativity and start adding things. Look at references of space ships that fit this style, and really study what kind of shapes/details they have on it and then mimic them in your model. Things like little screws and bolts, metal panels,…
A few points to understand : • Some baking environments split the projected rays according to the hard edges of the lowpoly model. This can be useful in some cases, but probably not what you need here. Test this out with a very simple model to be 100% certain of what Painter does when baking. • "The low-poly model has…
Hey guys - So I was trying out this Lightmapping thing with some stairs I made. I'm trying to better understand how Lightmapping in UDK works beyond just a simple cube. So these stairs are farily low poly, lots of hard edges (as I have been previously asking about) and as you can tell, i'm getting some pretty ugly results.…
Try to smooth the edges of right angles and add polygons/accents to those. Good examples are close-ups in architectural renderings (raytraced, non-realtime) where if you notice, most of the hard angles are smooth. Why? They add geometry more to those areas than to flat walls. For an interactive real time example, there is…
Great job so far man, the materials on the armor and bone stuff are reading really well! There are a couple of things with the anatomy that are bothering me tho. -The rib cage area, I guess thats what its suppose to be (area above the abs in a half circle)... That just looks strange and off to me. I would smooth that out…
Thanks for the replies!! The normal is almost done!. But its almost 7AM here and I need to sleep asap. This is what Ive done so far. I worked a bit on the diffuse just to take a break from the normal map. That thing was killing me softly And this is how it would look when put together and around the circular base. I put…