In the case of a cylinder, which should end up with the base of the normalmap surface being completely flat, you only need one pixel row for the smudge to give you a proper result. But as I said, you have to know when it works and when it don't, and how normalmaps work in general :) one great tool in a huge toolbox.
Just seen this topic , hope its pk to revive it after 2years but .... I wanted to ask if you think the dell xps 12 is any good and has active and passive touch screen and if works with wacom digitizers? I would add to that also the samsung ativ q and microsoft surface pro 2 , vaio duo 13.
I m also redoing my portfolio. My focus will be solely on environment. But I m going to show my versatility within that area. For example I will have one scene done in hard surface displaying my sub d modeling skill and another one done in zbrush displaying my organic modeling.
The problem is that the wear and tear is too even across every surface and it makes it hard to read. What you need to do is have a lot more areas of less wear and then in the crevices and spots where rust would naturally accumulate apply it there. The walls in particular need to have that treatment but it appears that…
If you want realistic falloff then you are going to need every surface in a level touched by every light. For static lights thats fine as long as you are also baking probes, but nonlinear falloff is hard to control. Quake3 used it for baked lights and it was super annoying because you can only specify a color and…
I was lucky enough to grow up watching my dad work on these things like the old Indigo and silicon graphics stuff. Hes a car surfacer, his job started out doing technical drawings so he was able to see all these things come in. Looks like its running in the family now lol
I like them both now, either or. Id just focus more on the material for the metal. http://www.game-artist.net/forums/spotlight-articles/42-tutorial-hard-surface-texture-painting.html This tut has a great base for making metal textures with scratched paint, helped me a lot. Quick question, will any of it animate?
the new start trek 2? seriously though - break it down: -mostly all hard-surface inorganic modelling -at least 3-4 shaders/textures (external metal, inner glass, inner purple glass & illuminated texture) -render in your choice of app (mental ray/ vray) -lens flare post in photoshop :D
Try this, Cut the head in the back (create UV seams that is) all the way up towards the top of the head pretty much like you did. Use Pelt mapping to get a more natural and even spread of the head surface. this is an old but still valid tutorial. [ame]http://www.youtube.com/watch?v=NjqY8i_-Xe0[/ame] cheers!
Ok so i've never had to bake a hard surface model before so this was 2 things, 1. great learning curve, 2. an exercise in not slitting my wrists. There's a few normal map errors which i should be able to fix in PS so I'm happy with that, model comes in at 2999 tris. Enjoy