It only caught me off guard half way really..I had a few answer possibilities if they asked me what my biggest weakness was, but they asked me "Whats your biggest weakness as far as your art?" so then I had to think of something, because my other answers didn't apply to my art very much. My answer was that organic modeling…
Smoothing tries to calculate the topology of your mesh so that light can be distributed across the surfaces predictably, if that makes sense! Try making a box, adding a single smoothing group to it, see how the object's surface changes in the light. 90 degree bends are too sharp for smoothing to work properly. With that…
I don't know if that's what people call a workflow but I just model the highpoly and then make a lowpoly around it that has roughly half of its surface inside and half outside the highpoly (all outside or all inside would distort the volume too much I think). Split according to texture sheets and if you foresee rendering…
Not that I've watched it all, but do you guys seriously think that there could be ANY explination for it that would'nt dissapoint you? Looking at simple synopsis, it reminds me of an outer limits episode, where a group of people were stationed in a bunker and had to press a button every few hours to stop a total surface…
[ QUOTE ] any tips for that also? [/ QUOTE ] Don't screw it up? But the only thing I'd have to say is use an airbrush if you have one, and make very sure that your stencils are flush with the surface. Also make sure you don't overspray, because too much will cause a liquid buildup, and this could easily bleed in between…
Like I said it's hard to describe this. I'll try though. Reflection makes any small normalmap seam look more obvious than it does with specular or diffuse lighting, because a cubemap has more color variation than a light. A light is a single color coming from a single direction, so two neighboring texels that have slightly…
I thought it would be helpful to new users in particular to share how I've customized my Modo for direct modeling and UVing Unreal Engine 4 game assets: Preferences Defaults > Animation Frames per Second = NTSC (30.0) Defaults > Application Group Selection Cmds = Uncheck Item Index Style = Item_2 Defaults > Auto Save Time…
Hey there, folks! It's day 47 of my 180-Day Topology Improvement Journey, and today I delved deeper into studying the topology of my mouse model. Let me tell you, cracking this model could be a game-changer for my topology skills! Although I've spent countless hours and even days on it, I don't consider it a waste of time.…
Hi there so i'm having this strange issue with baking. I don't know why but when i am baking my model from low to high, in painter it has it where this one part is red and i can't figure out why. I checked all the surfaces and everything here i'm including the blender file to help out.
kanga - yeah, similarly for a bevel 'shader' workflow at material level if baked with hard edges as opposed too firstly projecting for example, your hard surface primary (quad topology) baked data onto the same correctly prepared proxy. An early bevel node baking series at 2048px * 2 texture resolution of a medium poly…