Hello! I've recently been working on this project, really trying to focus on manual retopology and uving. The big issue for this model is around the one outer edge. I used hard/soft edges for this model and solved some artifacts by changing that edge to a soft edge, however now I'm noticing an issue with the normals. I did…
Well, that's simply how Shadows/Highlights operates - basically working as an edge detection filter, similarly to Unsharp Mask. Instead you need to use methods affecting all pixels the same : Levels, Brightness/Contrast, Curves, and so on.
@v13r1 Hi! Congrats on finishing the crate. Some aspects I think can be improved: - It looks to me like there are some hard edges breaking up the shading in some places (prominently along the wide beveled corners and the look mechanism). I'd keep in mind that while UVs need splitting along hard edges, edges at split UVs…
so yeah it did work ok, the one subd level gives slightly less chunky effect. using weighted average for the edges did nt work too well as each edge has a slightly different weight ie averaged out - have to do it by angle+ making the required lines as hard edged - you get a nice clean panel line that way Also I make a…
I didn't bevel all the edges I will go back and make adjustments. I rendered everything in Blender. I can make the enviornment more fitting for this prop and improve the lighting. Thank you for the suggestions!
@kanga Sorry english isn't my main language so I don't know most of the slangs, Could you elaborate on what you mean by the work being pretty ripped or yanked from older title or janky ?. regarding the wobbly edges, those might be due to the texture resolution and the normals strength on the damaged edges. The model is…
Does anyone have any decent resources for managing edges (edge loops) while adding detail and tieing objects together? Where is it appropriate and how would you go about collapsing multiple edges into a singular edge (generally causes triangles)? Should you hide those triangles in crevases? Or should you be looking to…
Does the lowpoly shading look good with the normal map applied? Hard edges are certainly useful to control the shading of the lowpoly, especially at steep angles - just remember to split the UVs along hard edges to avoid artifacts! Maybe check out Making sense of hard edges, uvs, normal maps and vertex counts?