I really appreciated the feedback from your guy! I almost gave it up in the modeling stage due to the complexity of DSLR body. It was most difficult prop I ever modeled. Both of your guys mentioned that the edge is too sharp. Can you point me where the area you talk about? I filleted the edge according to the camera. For…
@ stevston89 and Xoliul I actually had a feeling it was something to do with the transition between the maps, that's why I was being careful to have a pretty sharp transition. Yes there are a lot of scratches in the transitional area but they are all very sharp, so it doesn't really make sense to me. edit: erm here's what…
cool guys, cheers for the help - adding in more sides to the barrel cylinder has pretty much got rid of that pinching! :D @bbob: how do you mean more loose? you mean like a larger chamfer to get a smoother edge? It's pretty much a very sharp edge on these parts when I look at the reference so I'm not too fussed if it looks…
The gradients indicate that your mesh is baking as all one smoothing group. Could be something wrong with the way you tried to set up mark sharp/autosmooth. Maybe you didn't mark the edges as sharp, maybe autosmooth wasn't checked when you exported. Could be a problem with the export, maybe vertex normals is unchecked in…
I couldn't find an option when exporting for "Write Normals". I tried inverting the green channel (set it to DirectX instead of OpenGL), but that didn't fix it. I tried setting the edges of the UV to Sharp, and that did remove all the distortion, but there's still a clear seam along the edge of the UV that I think is…
Thanks, yeah I should tone the dirt down, the scratches were meant to look like as if they were done manually, like someone scratching something like a key or something sharp on them but it should be easy to rework them, wanted the red to look like it was pealing away but you're right it does look more like a seam with…
Added dirt, grease, wear, tear... all of that jazz. Wrapping this one up this evening. Question: the mirror part is producing some sharp lines due to the triangulation of the big flat surface. There is nothing extra special about it, the topology isn't messed up or anything...I'm thinking I might need to add in more…
So you went for one in the end? How's she treating you? :) I wonder how much faster the Ivy Bridge versions are. I'm thinking of getting into a little Unity development soonish, didn't know there was so much coding involved... at least to make a polished product. :poly117: Will start learning a little C sharp I guess...…
Also the eye expression (and eyebrows) looks different from the concept. Edit: Also the ears. You can save some polys on them, making them more blocky/ sharp like those on the concept. On concept he looks way sharper than the texture does. Cheekbones, ears, hair, eyes with eyebrows are some of the places thta don't look…
thanks everyone :) Jason: haven't really done this much either still only my second model with a highpoly to lowpoly normalmap, so don't take everything i say as it was right :P. i just do it the only way i know, put the edges closer to the other depending on how sharp i want it to look, as i like it very sharp i tend to…