You have to care about texel density only if your shader does another macro or micro texture layer scaled of same UV. And of course for same materials sharing same textures. Having those edge blocks a bit higher res is nothing wrong at all. For distant background buildings out of close player access it would be a rule…
perhaps yeah! Well, if you bake this in substance painter, you're going to not only get your normals, but you'll gett he AO, the curvature maps etc. which let's smart materials go to town and use this information and provide different results. It's not just throwing a material down and calling it a day. Some smart mats…
The reason to lock normals in Maya is so that you don't have to triangulate before baking, provided you're baking in Maya. If you don't lock normals, and then you triangulate when you export to your game engine, the mesh normals will change and cause smoothing errors. This is only something you would do at the very end…
I kinda understand what you are saying. I know that my question is ... well ... big ? Broad ? I don't know the word for it :P But, I am not asking how to do this step by step, I am asking about advices about my aproach. I don't know if this souds better thou xd Thanks you very much! I watched the lecture and it was great.…
What really sucks about it is that my face looks like Fry's. Not sure if frozen, or should wait longer. The work around I have now is pretty fast. I assign surface shaders with the colors I want and bake the color to the vertices in Maya. I did a test last night and it took about 3-4 min to do that in Maya on a smoothed 2…
Well!...that's the Surface Web your average (...but aptly dehumanised labeled) "consumer" is aware of plus woefully ignorant to other hidden thriving realms onion'd within the www. info space Sir Timothy John Berners-Lee "TimBL" initially afforded them en masse. Now aside from the Dark Net, which contrary to popular belief…
Hi Sean, good start. I know it is a WIP and many things have been just blocked out, but I put together a VERY pernickety paint over to highlight all possible issues. I hope you take it in the good way, not as useless criticism, but a way to increase your modeling accuracy. A. Take a look at actual curve B. It should be…
Awesome idea Carl. I know you're split into what to focus on. But for what you're trying to do I would say focus. Laser focus. Pick 1 thing and get really good at it. If it's a super small niche it might take a while of find a job. But the job will almost find you. If it's more general you'll be able to apply at more…
Thanks a lot Assassin it looks like I can get some amazing texture out of that brush. One of the brushes I've used in creating stone work is the mallet brush. It's very similar to what you're saying only it used the Drag Dot stroke which forces you to actually hammer away at the model like you have a mallet. I've found you…
your maps seem quite random, the diffuse is very plain and has few interesting details. the specular seems over the top, and the normal map has a lot of noise and very tight edges meaning you're not going to get any nice height informatiom - and as you can see in your rnder, the bricks look very flat. you should paint in…