@Fabi_G Something inspired by a jar of puke is not something I expected to like, but this is neat. Did I spend a few minutes playing with the web demo, trying to propel the jar this or that way by timing the clicks to the momentum and direction à la Portal? I absolutely did. 😄 I love the simplicity of the technique, thanks…
In order to prevent artifacts and distortion in normal mapping sharp angled edges, should I bevel the edges, or use smoothing groups? Which is a better method in considering the model will be used for a game? Currently Im modeling a wing with sharp leading and trailing edges, and with soft edges only I get horrible…
No the normal map one it actually uses the same underlying code. Although you can choose to output 8 bits per channel, or 16. The 2D one though is a customization which bypasses the blue channel. I just wanted SBSARs I could open in Substance Player, and to share with people who don't have Designer.
Nothing has fully sharp edges in real life. Edit - I'm not much of a zbrush pro, and I assumed that it would give fully sharp edge but after a bit of image googling, it seems like it can give smooth result. But then my question is, if you bake this into the mesh, then whats the difference? Nothing? And normally you…
For smoothing groups, you can select edges that will be hard and through Edges menu (ctrl+E) select "Mark Sharp". Soft ones, you mark as "Clear Sharp". To see them as smooth groups, you apply the "Edge Split" modifier to the object. And that's all. If you export a FBX and import in Maya (I believe in Max too) your…
Really like what you did so far! Especially like the face, the only thing butting me a bit about it right now is how sharp the cheaks are (might be the light too, i'm not sure). But you can see this very sharp line going from the corner of the eye to the chin, you could smooth that up a bit. gonna keep an eye on the thread…
Thanks for the feedback. Yeah, those two made me struggle a lot. I started from this reference, but i didn't like the very sharp design so i tried to round them off a bit more. I didn't like the mix of small unorganized pieces with a super sharp edge. I think even the reference looks like it should not exist like that…
very nice progress, crit on the details is that you have to watch out with those sharp edges, for this one you're going to have to bake a lot of stuff flat so it needs to be rounded quite a bit on the edges. You can actually already see it on this screenshot http://i.imgur.com/OBNlW.jpg The carved details on that…
I think the edges are still very sharp, as has been said. The ingame model will have trouble catching reflections. Above I tried to match the sharpness close to what your hex nuts look like for the one on the left. Notice how the one in the middle barely changes the silhouette but catches light significantly better. The…
Thanks for the input guys. Is there a particular way/technique to sharpen things up in mudbox? I kinda wanted to do that with the rim and make it more sharp with some etchings on top, but when you add the layers on top it just smooths out. Is there a tutorial or anything for making sharp objects in mudbox? And I'll upload…