Sorry for the late reply, your tag didn't come up in my notifications. Luckily what I said has already been explained but I'll respond directly: A functional edge/polygon is one that keeps the shape of the asset. As @Larry said, if there are lots of edges/polygons in the middle that don't change the shape of the asset then…
That's not what I meant, Alex. 1) Put in a base edge wear material on a separate layer. 2) Mask-paint out or mask-paint in with a brush that doesn't have pressure sensitive opacity on it. Recreate your reference. 말이 돼? Also, do you feel like any of the instruction any of us is providing is contradicting each other?
@Larry Brian "Panda" Choi Hello, people. I am working on the creating hi-poly and baking normal map. I actually removed some edges since there are too many of them, so I cannot create hi-poly mesh. But, I have an issue here for help ;_; This is the lo-poly hand grip of pistol that is little bit smaller than hi-poly mesh:…
You should spend more time UV mapping the gun to get the best density for your textures. It'd also be good to show your model a few times without the wireframes. Since you already UV'd your model, I'm guessing you're using this as your low poly, but the part of the gun I circled below is way too high poly for the low poly…
Although what you say might be true, do you remember how many times we tried before in messages (where i told you all your problems at once) and you didn't really fix those problems. Only in this thread we took it step by step and you understood about normal maps and hard edges. While in theory many things might be true,…
So far I add dusty pattern. And, peel off the edges. It still is not perfect. comparing from this one: The reason.. is the "opacity". In the reference image, you can see the core metal that is a gun look through the paint because paint is peeling off naturally. In mine, you can't still see the core metal through paint.…
There shouldnt be three texture maps, This weapon isn't complex enough to justify three draw calls to pull all three texture maps into render. I get that you'll get more texel density from splitting it that way, but it's incredibly inefficient and not good optimiziation if you have three. You unnecessarily stress in-game…
Texturing it at all with a metal material is making this hard to read. Just give it a flat color next time, stop overcomplicating this if you can help it. OR just run a quick automatic unwrap if there'ss till weird stretching and artifacts occuring. Ir eally just recommend dumping it into a simple three light scene in…
You could just quickly fill the hole of the blue part, and boolean out a new shape really quickly. Have you figuerd out how to do boolean modeling yet in Maya? If your reference is an existing asset like the N99, you're gonna wanna match it as best as possible. The back edge of the action slide still needs a overall medium…
I was not back home to see the buttons exactly in substance painter. Did you keep the previous material with the layers?Never mind, we start from the beginning . What you want to make is 3 minute work actually Fill layer 1: click on material slot and add "steel rust and wear" Fill layer 2: click on material slot and add…