nevermind the first part. I just created a copy and subdivided it in simple mode, creased all the hard edges and baked it out as a LP and then i replaced subdivided model with regular one. The waves are gone. but im still wondering if its possible to combine 2 normal maps and picking the best parts out of them and…
I baked a normal map for my hard surface model and I got pretty good results without major problems. I'm somewhat happy with my results. I triangulated my LP and CAGE models before baking them in xNormal. When I applied the normal map for my original quad version of the model just for the sake of testing, some odd shadings…
True... and honestly, the gun was already modelled and I didn't want to fuss with it. It is just a prop on my character. I did get into Knald and it looks SO CLEAN.For future models, I will simply do a bevel if needed.
Hello peeps. I'm currently making an anime style character for a game, and i'm a bit confused regarding normal maps. So, do i even need normal maps when creating an anime character that will be toon shaded? Because, as it seems to me, all of the small details on these types of models are hand painted, and not made with…
^ Yes, depending on your pipeline you might have to break more shells for a cleanly baked angular hard-surface model, but breaking smoothing along your EXISTING shells is already beneficial, no matter what type of model.
Here are my UVs: Crazy idea. What if i bake 2 normal maps. One with traditional marmoset workflow and keep it as is. The second one would be bevel shader in blender. And then ill have to somehow replace problem areas from marmoset bake and replace it with good bevels from bevel shader. The problem is i dont know how to…
Yeah absolutely, especially with very simple objects where triangle count isn't an issue. Really there isn't much need to optimize a model lower than 500 tris or so (other than LOD models and models that will be instanced hundreds of times or something). When you're doing more complex assets you won't always have the…
This is probably a very simple question but I'm a bit unsure on how to handle simple board-like geometry. if you model a wooden plank that's only a few centimeters thick, do you guys usually make a highpoly model for it so you can bake out the edges... or is it not worth your time?