Hi there, Please re-read my posts above carefully, and also please manipulate actual model examples like a hand or a an analog to that spherical grenade/vial thing. As only thinking about these things will not get you very far - it just has to be manipulated to be grasped. In the case of the hand, it wouldn't matter at all…
@Eric Chadwick I should've specified that I am using a height map. I was originally using the height map of the dirt but instead switched to noise because I like the effect more. I'm using the 'layer blend' node to make it work. This is the new height map I've been using to try and force the contrast / sharpness a bit…
Looks pretty good. That is an awesome shoe. I think maybe the creases on the jeans might be a tad too sharp? Denim tends to be a thick material and have big rounded folds rather than sharp creases that you might see in something like silk. Other than that, I like it a lot.
Current HP, simplified the wraps and now gonna take a pass on added some sharpness and edge-work to the cloth. Right now it's feeling too soft and I want some sharpness to mirror the edges throughout the rest of the mesh. Let me know if you have any close sculpting tips you swear by!
Yay, accuracy ! :) If I may add, here are a couple remarks : - Using a Object Space workflow like you do has the huge benefit of generating bakes that are effectively universal. What I mean by that is that while there is a gazillion ways to generate and display Tangent Space normalmaps (every engine and every 3d program is…
I'm not sure how to explain this and how it would relate to the game industry but for prerendered work having access to a gloss map is very helpful. It's also kind of hard to explain on how to use it since you can do so much with it when combined with a color, spec color, specular map and bump. Sometimes you don't want the…
no.. having a hard edge in the middle of a UV shell has no negative effect on normal baking. having a soft edge at the boundary of a UV shell is likely to have a negative effect but is not guaranteed to do so. if you want a one size fits all rule (which you shouldn't because it's silly) - harden the edges of your UV shells…
First of all, I am from Ulaanbaatar, Mongolia. And sorry for my bad English skills. Work-In-Progress №1 My inspiration of 80 & 90's are: "JEANS & SHARP colors" I tried to search what kind of colors are most inspiring 90's & what kind of clothing was 90's. So I decided that all was "jeans" and "colors are all kind of sharp…
edge split modifier, it allows you to have hard and soft edges in blender, throw the modifer on the stack, check off marked edges and uncheck angle. Than start makeing edges selections and hitting control+e and selecting mark sharp. or us a script to marke all your UV seams as sharp.
The greyish building on the left side could use a much rounder edge for the corner of the building. The types of stone it has for the texture would not be sharp at all, and since that part is a focal point, I think you should revisit that. Textures are sharp and with a few color adjustments as people have mentioned this…