You're never going to get perfectly clean shadowing/lighting across pieces like that. Perfectly flat modules with very clean texturing will always show some type of variation. In fact, you can even see it in the dynamically lit version you posted. That said, there are some things you can easily to do minimize or eliminate…
The high poly does not have to be UV mapped to bake a normal map. There are very few situations where you will ever need to UV map a high poly mesh. A normal map is a 2D representation of the high poly's physical surface curvature in relation to your low poly's surface curvature and vertex tangents baked into the UVs of…
Another example: The stretching can be introduced by the shape of the UV's. Straightening edges on the UV layout makes a messy normal map but it works out ok on the final model, Although it takes more pixels to accurately capture the squared off UV's so in general its wise to keep the shape of the UV piece as close to the…
Much better, your drawover doesn't look as boxy as before. You might just be on your way to PS2 graphics if you keep it up. Don't stop the edges, stick to quads (although in my experience, sometimes tris are fine, especially after you've checked for any pinching or texture stretching). To make your life easier, try to…
I'm having a problem :/ Basically I modeled this decoration for the pants inside 3ds max Now I want to apply it perfectly to the irregular surface of the pants,but everything is failing... If I do a path deform inside 3ds max,there are some parts of the decoration that don't touch the surface and some that does. If I try…
very cool design! really like the concept ya made for this! With that said tho, im kind of upset that no one had mentioned the edges any sooner, because i would love to see those edges really popping on your normal, but its almost as if there isn't even a normal applied, that's how tight your edges are.. As i believe…
Toolbox - The design is really off. For example, you have this large, chunky toolbox (huge handle that I'm not sure how you grip it) paired with a tiny, delicate keypad system. Your proportions are incorrect if you expect a hand to use that grip and that keypad. As a toolbox, you would expect to see some scratches and…
Good job on finishing the model 1) Overall, too dark. Hard to make out internal forms and medium details that aren’t just material changes2) Making things lighter or darker is not just a matter of adding more black or white. You need to change the color temperature AND hue.General guideline: lighter things get warmer…
@Fenyce I can see what you mean about the water damage look. I have a part of the material that adds AO to the edges of the area that's been damaged so I'll see about toning that down. I agree about the edges of that trim it just kinda hits the side of the next part and ends too abruptly. If I can get DX11 working again…
There are a lot of ways to accomplish this result. I am not familiar with Max though. However, if you did not have enough experience to create a wire deform setup whose curve input history was driven with the plane's input or an edge extrude node's history connections... Then the easiast way to accomplish a simialr result…