Don't try and assess the quality of your normal map by applying it as a diffuse texture. Apply it as a normal map, as it should be, and check that it looks the way you want it. Your example where you say the big greenish patch at the edge of your blade (on the soft edge mesh) is ugly/wrong... that's actually how the normal…
What you want to do is look into tileable textures and creating them if you're planning on using the same texture on different assets. For instance, with your last pic, let's just assume the sides will be some kind of concrete texture and the main top flat part will be another texture, such as pavement. You would want to…
Thanks people! ScottPetty, thanks for the feedback! Yes, you are correct about the wood overlay on the throne. I thought I could achieve the same effect when overlaying the wooden texture in Photoshop, but it didn't... My older brother told me to try to apply the texture directly in Zbrush with a displacement map instead…
For the flower, you can definitely use planes for the petals. There's no need to model such complex geometry for a single flower. There are two ways you could get around this, both using alpha/opacity maps. When it comes to vegetation in games, modeling out individual leaves and details is obviously going to create a…
I understand it's your first interview for a job in the industry but I would recommend relaxing a bit. It sounds like you're still pretty nervous("I didnt eat too much and behaved at my best" among other things). Anything could happen, even if the interview went very well. They seem very interested though, At all the…
YOu'll never get rid of it 100% unless you break every face into its own island and relax it and at that point everyone points and laughs at your insane vert count and impossible to create materials. The best you can do is use as few seams as possible, hide them in logical spots and try to work around the stretching as…
If you're having trouble coming up with an accurate pose from your head, find or shoot some reference. The silhouette of the character looks as if no study was put into it. The shadow cast from the character is just a blob and doesn't match the form that is there. The side of the Rock should not be as illuminated as it is.…
Move all is a one time adjustment, to move the entire animation into a new position in the scene. It is not animatable, it's a pretty drastic step that can go terribly wrong if you're not careful to collapse it. There are a few ways to do what you need. 1) Reanimate the center of mass on the biped. There shouldn't be much…
So, I'm having this same problem right now with some trees. Here's my process. -Tree trunk unwrapped on first MAT Channel -Leaf planes unwrapped on second MAT Channel -Apply Multi-SO for each material -Nothing overlapping for lightmap on Map Channel 2 (via Flatten and various different custom unwraps) -Export as .ASE with…
It simply measures the angles between edges and applies the same or separate smoothing groups if they're over a certain degree which you can specify next to the Auto Smooth box. Unfortunately as with all automatic procedures, depending on your geometry this can actually create some unwanted artifacts so sometimes some…