Getting nice normal bakes usually involves > enough edge / bleed padding around UV islands > decent projection cage > appropriate hard / soft edge normals on the low-poly model (usually hard around edges that define UV islands, soft elsewhere works a treat) > enough bevels where appropriate / not too much angle change…
I completely agree with that. Back in my WoW days in high school I'd sit at my computer all day and drink 8-16 cans of soda a day with maybe a Gatorade and no water. Although I still sit at the computer most of the day, I drink 120-200 ounces of water a day which is a ton for getting no exercise and maybe drink four 8…
your going to need to define your soft, and hard edges for both the highpoly mesh, and the low poly. just make sure you have your edges set to soft, or hard on both the high and low before you bake. you can either apply them as you go, or apply it all when you finish your model. just figure what works best for you, and the…
I think in this case the amount and size of the wrinkles isn't helping your model feel soft. The big wrinkles give it a feeling of a sturdy thick material rather than a soft thin fabric. If you look at the example picture you can see a lot of smaller wrinkles near the corners of the blanket. So I don't think it's just the…
For the wolf part of the mace I painted it almost gray scale with a hard brush. After that I used a rather soft smudge tool to clean up some areas. Lastly I went over with a soft brush to adjust the final shadows and highlight areas. I actually recorded the whole process. Here's the video: [ame]…
Any UV shell splits get a hard edge. Same with any 90 degree or acute angles in the mesh which should be UV mapped to split along those edges anyways. Everything else is soft - sometimes depending on how obtuse the angle of the mesh geo is you can use a soft edge on a UV split, the difference is minimal but can sometimes…
Well, not to me. It's exactly why I am asking. I do need a lookdev and lighting soft with more or less realt time visual feedback preferably working with GPU render. I use ClarisseFX currently and it takes ages to do final render there . The word "lookdev" is what triggered my attention. Could it be a replacement for…
I'm baking stuff in Maya right now. As far as I understand it, you should only have hard edges where your geo changing ~90 degrees and it's a boarder edge on your UV map. If your edge isn't a UV edge it should always be soft. Having hard edges where you shouldn't will result in nasty seams. Having soft edges in the wrong…
Much nicer smoother curves, I would add weight to the bottom of your wrinkles. Slopes down to a soft edge and then the bottom should be a soft curve. Another thing to think about is where the cloth comes against the model, in this case the butt should probably shouldn't have creases running across it, but just below the…
Oh oh, got another question :) Read some in the f1 help thingy but I didnt really understand. If I wanna have 2 smoothing groups, one for hard and one for soft edges on one object. Is that possible? I tried the "smooth 30" and it almost worked. But when I select one edge and try to make only that one soft it affects the…