Yes, most of the light process will be hand-painted, with a "global soft top light". There will be Lights in scene, but something very soft, probably hand painted in UV2 I'll try to add dynamic light into the scene to see how it blend and if it does the trick :)
You mention you could stitch some uv's here and there - but that sounds like you aren't aware of the fact that it'll affect your shading, which of course goes on to effect your bakes and normal maps, lods etc. etc. Yes, you could run a uv -> hard edge script, but that means there could be some UVs that you stitched…
Put down the soda, man. When I quit drinking soda, I dropped 45lbs without doing anything else, and felt about 10x better in general. Had more energy, and in general my body seemed to be happier. That shit is poison.
Anyone noticed that the garage door seems noticeably blurry and a little soft around the creases ? Kind of feels like soft material by looking at it....you should go on CG textures and get some ideas on how doors like that should look like....
Ey whats up guys, in this video we use soft bodies to emulate a game of tetris! It's a great way for people to learn about soft bodies in blender and it looks like pillows falling! Thanks and have fun! https://www.youtube.com/watch?v=0_lxDN55Fa8&index=5&list=PLpPd_BKEUoYjON9U3HlupNnO6mlwBY_iz
One thing that is really throwing me off is the really dark ambient in the renders. If you were to have a soft blue to simulate the sky's lighting, it'd likely look more like the wonderful soft lighting in the concepts.
I fully Understand Soft and Hard Edges now, over this past week or so. And have created new models during the week that have now hard and soft edges. Thanks for your inputs and Critique Gents
I craft fishing lures (both soft and hard baits) but I use 3d modeling to create them, then have the blanks or soft plastic molds cut on a cnc machine. Yeah I'm a hick, I know.... or maybe canadian, they love to fish too...
That could be your problem, but I'm not sure. Zbrush has no concept of soft normals, so it bakes with everything having hard normals. You might want to try baking within maya or xnormal, make sure your low poly has soft edges.
[ QUOTE ] I wonder when we're going to see a solution to the old particle planes clipping through geometry problem? edit: oh got to say it looks lovely though [/ QUOTE ] Thats what soft particles are, left is standard and right is soft particles.