Hi! Here is a thread on the topic: https://polycount.com/discussion/81154/understanding-averaged-normals-and-ray-projection-who-put-waviness-in-my-normal-map/p1 Edit: Here is a quick test with a shape similar to your example, trying to illustrate the subject. Geometry is identical, but with example A, I transferred the…
Yeah also like your TV :thumbs up: Which reminds me of Riley Brown's version he'd walked through sharing optimizing tips in Blender and one such tidbit is the sharpening filter. When a baked low resolution base color map can be made to look higher res'd - just something too keep in mind.
The structure(and the lions) are looking great. I think given the complexity of your pieces, having such complex lightmaps is kind of unavoidable, which may be one reason why you see a lot of people make their modular pieces as simple as possible, using normals for the details. One thing that might save you some time, if…
Hard surface in Zbrush has always been something that alluded me. I have seen many artists pull it off without a hitch but I feel like some wizardry was involved. For me I will typically sculpt in the quick general shape of the armor or hard surface I want. I dont really worry about lumps at this stage, its just something…
Hi all, looking for some help and advice with the lighting I have in my scene. At the moment I'm just blinded by the good bits but I feel like there are still areas that need improving and I don't know how to improve it. I feel like the shadows maybe a little dark or the light in certain areas may be a little light. It's…