I think that's a trick of the shading and a freshly cast, bare metal part that makes the 3d edges look softer and the real edges look sharper. Compare the textured wheel with 844's boxpok. The design differs a little, but the basic radius of the hole rims chamfer seems to be the same
it's cute! I like the style. my suggestion would be to frost up the edges of the windows, add window/door frames, and maybe a little bit more snow on the building itself? I like how the planks in this reference have snow along the top edges. it adds depth
Looks pretty clean - your edges are looking very sharp ATM and won't bake too well. I'd exaggerate the edge smoothing a fair bit more so that it reads on the normal map. Ben Bolton's stuff is a good benchmark IMO: https://www.artstation.com/artist/benbolton
This is a really good piece.I am loving everything about it.I noticed in the previous screenshots,the pics had jagged edges around them,i am guessing the screens were grabbed from the viewport,so how did u eliminate the jagged edges in the final screenshots?
I've fixed the bake output and put the output to 4k yet there still seems to be a problem with the tri-planar mapping. Is it possible that I need to add a more pixels through a UDIM set-up to wash away the hard edge of the UV? Or are there other ways to remove these hard edges?
These are some nice high polys dude :D your edges might be a tad bit tight to get nice readable edges in your bakes, but I'm sure you will have no trouble editing them if needs be during baking, can't wait to see them textured and baked!
@Mark Dygert but doesn't stylized still use normal maps? I'm working on a stylized VR environment. Should I just be beveling all my edges to get nice smooth edges instead of normal maps? Find it weird to not use any normal maps at all.
Damn dude, you're a tutorial machine! I didn't know about the remove doubles trick or the edge orientation with ctrl+alt+space, which is much more efficient than the way Silo does it, since Blender can save/delete different edge orientation selections.
First thing I'd recommend is using more refs. The anatomy seems off. Second thing is lay off the dodge and burn. Third would be not to let polygon edges define material edges, often you should paint a transition onto the texture (best example is the hairline).
thanks this post is really going to improve my efficency, pure gold this post. how do you get UV's to work in maya I can't seem to get it to work? how to you get them to mirror the same edge side versus the default opposing edge?