Some time ago I desided to make GLSL shader for blender which is going to represent dota 2 shader...but for some reason me and a guy from vk.com/blendota stopped working on this. Now, I want to share my file with you, to improve it, or modify, for good. Here it is: Blendswap
^ yes meshlab is a good place to start for all things mesh reduction also there is a fairly simple option, blender :poly127:... in 2.62 they introduced a remesh modifier based on dual contouring remeshing. it does 100% quad remeshing with sharpness preservation.…
Blender has a modifier called solidify that can create thickness. This older CG Cookie video covers it, but doesn't cover all the new 3d print tools included in the newest Blender. [ame=" https://www.youtube.com/watch?v=ZnCf-5G7DYc"]Modeling for 3D Printing with Shapeways - YouTube[/ame]
could just be your settings. but what ht found works very good is a script in maya called "r7_vertcurvature" that bakes the concave and convex information into the highpolys vertex colour and it gives me a really good result. if you use max i believe there is something similar called tension modifier.
hey, Just tested it with a curve that had no twist in it. the shell modifier still goes mental. not sure why that would be as the mesh looked really clean, not even a hint of a twist. I've attached a pic. I'm sure it must be user error on my part, and thanks for taking the time to reply cheers
chaosquack: thanks for the reply and tips. I'll work on it soon enough. For the cloth, it hasn't been tweaked yet since it's a super-simple geometry with cloth modifier. For the tires I had another reference but I think you got a nice point of view and I'll try to apply it to my model. :)
Really? I think it looks great. If I am not mistaken, Respawn isn't that big of a studio. And hell, they are using a modified version of source, right? It looks really good knowing that... I was never a fan at how Source handled it's normal maps. (but god damn if it doesn't have amazing lighting)
nah man, a normal map is uv dependent as they are part of the tangent basis. If you rotate the uv's, you change the repair, hence the normal map has to be rebaked or modified. My maths are shit so i can't explain in details ^^ but normal maps can't be rotated like a simple texture.
"my standard way to achieve this is to put a turbosmooth modifier on the object in 3ds max with "preserve smooth groups" checked with a high tesselation value and then export that model to zbrush. This way you get a hard edged model in zbrush." I like this idea, i'ma try it out today and see if it works.
You absolutely can though. You can modify your masks by hand just by painting on the masks. You can even paint on the Albedo mask for whichever layer, and then click "duplicate mask to all channels" (i think that's what it's called) which will copy the mask into spec/normals/whatever.