I am sort of in a predicament between bad normal map but good AO or good AO but bad normal map. I either make my "high bake object" lower poly and my AO map has terrible lines and when I increase the poly count of my "high bake object", the bad AO map lines go away but now the beveled edges from the normal map look…
@yashar98 looking great, keep it up! I know the struggle of loosing steam over the course of a project all too well. Personally these measures help me to counter that: - Breaking down the design into repeating elements beforehand. Sure, this might make it look less unique than the concept, but reusing meshes and textures…
Sorry, I have no tutorials but it's not that complicated really. You don't need Affinity Photo. All same could be done in Photoshop or Gimp. Just google "frequency separation" in images. "HiPass" . "Wavelet decompose" in Gimp Yeah, Gimp did a huge step up not so long ago , has a few tools so lacking in Photoshop . Too bad…
The leather straps in your reference has much more squared off edges, (90 degrees give or take) and smooth surface. Yours is kind of mushy, and one layer of leather just gets smushed into the next. It looks like you went into adding detail before defining the basic shape. I'm still pretty new to Z-brush myself, (so take…
Hi Kris, I agree with all of the points you have said. As such, I have made a completely redone the models with proper proportions. I opted to take a top view and a side view screenshot (as best as I could) then made the model. The new v2.0 model (added in the original thread; green header at the time of this writing) is…
I saw some of your other post and i think that you are misunderstanding the idea behind making a highpoly, the main reason is that you want it to have smooth edges and details, so you can bake normals into a low poly mesh. There are many ways of making a highpoly but i will point you to 3 of them. Subdivision surface aka…
This is the High poly mesh not a normal bake down this is why I said: this 900,000+ triangle model, I was able to flip her stomach normals back but the rest this huge line that goes all the way around her is still there... and I was trying to find a good solution to flip actual model normals not bakes. Thanks though guys.…
Hey I'm sorry I was about to make a new thread but I found this thread is about the exact same error I got I believe, hard edges in maya appeared breaking up with Xnormal's bake. EarthQuake could you elaborate on smoothing the cage in the xnormal's viewer? I've never used cage with xnormal, is smoothing the cage a option…
I'll get into some depth with my critique for the gun's texture; - You went a bit nutso with the edge generator for the rust. Every edge is rusty and it takes away from me being able to believe its a real object. If I use a generator like this, I usually throw the layer into a folder, add a white mask onto the folder, and…