Edit: Submissions are closed, thanks everyone! There will be more giveaways in the future. Hello! I'm giving away one slot to my mentorship for free! =) So if you are interested in learning hardsurface modeling, this might be for you. Or maybe you know someone who might be interested, feel free to share. You will get the…
Here is the grip. I agree, it's a little too box-like. This should be a simple fix. Regarding the sharp edges, what stands out to you in particular? I'm kind of dreading having to go back and fix all this stuff. I know for certain that the lens covers on the optic are too sharp.
you did a good job adding dirt to the knife. However, the sharp area of the blade looks like it has not been used a lot. I would imagine it to have some small notches from all the cutting over the years and also more scratches on the sharp end.
Very nice work for a first model, what bugs me though, is the extremely sharp concave inlet around the pelvis as seen from the side. To me it looks to be both too deep, and too sharp (same thing, really). Other than that, keep up the good work
I think this piece is really missing some sharp cast shadows. Usually in this bright of the day there will be tons of sharp cast shadows. If its gonna be a night shot then its gonna need tons of soft shadows. But so far its looking good. Lots of details in the texture.
Hi, my input maps & model are, to my knowledge, correct. But edges are not detected correctly: Sharp cavity mask: Sharp edges mask: I am using xnormal, normal map exported with default settings. Here are my input files: https://www.dropbox.com/s/gwb9iu5d4y7jxsp/DDO.zip?dl=0 Does anyone else have encountered this issue?
I modified the config file as per the Nvidia guide and the textures are nice and sharp now... Well not super sharp, but at least sharper than before. Dead city looks a lot better. http://www.geforce.com/News/articles/how-to-unlock-rages-high-resolution-textures-with-a-few-simple-tweaks
Thanks for your reply I\ll have a look to her channel. Yeah I think those pleats will need a great deal of smoothing after exporting thou. Because using the fold parameters always lead to some sharpness even when the strength is low and the angle is slight, it's better suited for true sharp pleats.
Your edges are fairly sharp. You're going to want to read this to see WHY sharp hard edges are bad for your normal bakes. http://polycount.com/discussion/107196/youre-making-me-hard-making-sense-of-hard-edges-uvs-normal-maps-and-vertex-counts/p1
This is looking very good. One of the things of the concept i realy like is the camera angle. Sharp vertical looking down. You seemed to have softened that and made it less sharp. I was just wondering wether this is the final camera angle or if you're planning on exploring a bit more? Will be following this!