The yellowish color is either inverted normals, or the normal map baker finding the backside of a surface that happens to be closer than your intended target. Generally when you have a group of subobjects such as the shelves, it helps to do an 'exploded' bake. You'd take each of the high and low poly models, and move them…
Hey everyone, I've posted up here before asking for some tips on my portfolio and it was awesomely helpful. So I hope I can ask the same of you again and fill it up with awesome new pieces! I'll be posting in this thread over the course of the year and seeing how much I can improve. Please, any brutally honest critiques…
Moi is fine til you want a mesh you can work with or bake from - then it's just the standard shitty cad converted mesh problem. I find fusion 360 to be less of a pain in the arse as you can at least bring in a parametric version to max and tweak subdivisions before converting to a polymesh or baking from it. Modo uses the…
JimmyRustler: Nice blockout. PyrZern: Bakes are looking good so far. Is that a cast shadow down the center of the left pec? independ-hans: You might try to pull the mouth and nose out a little bit. Maybe check for "cat skull" references. You are making good progress. --- I made some time for the mech. I made a base mesh to…
Short story: I wanted to present a real time character and prop in a HDR-IBL real time environment. Long story: I'm an environment and prop modeler, so I wanted to try characters. The rider was practice to get the techniques down (low poly mesh, sculpt, subtools etc.) Attachment not found. After the character was done, I…
First time here. My tutor thought it will be a great idea to make an account here and get the snot beaten out of me with criticism. Just kidding. Doing this for a uni project and it is for a character that will be under 3000 polys. Never made anything that high poly. I've been modding for warcraft3 and all ive done are…
So here's a link to the actual, official announcement at the actual time it was meant to be announced, without random made-up parts ;) Click me>> Unity 5! And a few of the features from the press release - Physically-based Shading Unity 5 will launch with a new built-in shader system. The new shading is physically-based,…
@Shuaws Some pretty basic poly modeling + Substance Painter. I don't think it's my best project, I ended up seriously failing on authoring interesting materials, and the grenade looks a bit... flat. I think I tried to add too many wear effects at once when I would gain from simplifying & exaggerating. Anyway, I'll try to…
Rebaking normals from the low, if your normals are synced up properly isn't a bad idea. You're more likely to have all of the details line up if you bake normals, diffuse, spec, and gloss from the lowpoly than if you bake the normals from the high (you may get projection skewing/errors with a lower resolution third person…