Try doing some tests, add lines i show above re-unwrap and try it again, i.e. do test bakes till it works out. I link here a post by a user that knows how to make hard surface work with loop support thread is…
I suggest to use "gradient" from filters library with debug preview set on . Don't think brushes could ever give you a smooth gradient. 1. make a fill layer 2. make a mask of a shape you need 3. put a gradient filter in layers height channel and set it "on" in display gradient(debug) or just an image file with a gradient…
At it's most basic, when the smoothed normals for a mesh are calculated, each vertex simply grabs the flat/geometric normal of all of the polygons that it belongs to and averages them together to get it's smoothed normal. But you can weight the contribution of each polygon to that final average to try and get different -…
It's a pretty solid start, so well done so far! You've got some good forms going on there. One thing that really stands out to me is the lack of material definition. The roughness on your surfaces is pretty uniform and quite smooth. It makes the overall image look quite flat. The scene would look more alive if there was…
Just tested your plugin beta 8. I liked : - to avoid to switch to zbrush - to work with boolean and don't think about topology for the highpoly mesh To improve in my opinion : - if possible for a future iteration, make it as a modifier. - When two vertices are near each other, the quad remesher seems to have some problem,…
You won't get much details out of a bake if you only add subdivisions without considering how the object will look after you subdivide it. High poly doesn't necessarily mean using a high amount of edges to represent and object, it only needs the right amount of edges to keep the shape when subdivided. As already said in…
I had similar issues with my first (and only so far) set of modular pieces. After trying and failing with several attempts, I decided to lay down one grid for all my pieces (for example 256x256 units). I then made modules (for example a wall) that have exactly this length and a certain thickness that is suitable for a…
1. When it comes to Albedo/Base Color maps... try not to over-analyze it, try to find what "feels right" under various lighting schemes. If you go too into the "charts" you're missing the point, as this is art and as long as it feels right. 2. Yes, you should do what you did. 3. Your settings for the mirco-surface layer in…
Hey, sorry, its hard to explain. Basically I'm just saying that I think you are simplifying some of the edges and sorta keeping similar edges throughout, instead of really getting the feel of each and every edge. In the image below I highlighted in RED the extra flat surface in this wheel that you don't have (bevel). In…
been cool to follow your various updates, nice to see you continually trying to improve it. For me... The diffuse work is a little too "generated looking", a lot of the edges of the metal panels have heavy scratching or wear. Think about how the panels are used,are object/people are likely to interact with them? (bump…