So I've been playing dota since forever and recently stumbled on a dota 2 item tutorial on youtube. Although I didn't understand anything that the guy was doing, it looked fun as hell and I decided to give it a shot! So after 10 days of watching tutorials and what not I have somehow managed to complete something which is…
Lol ... I guess I was overexcited to hit that publish button :poly142:. I've been reading a little bit on normals and found out about tangent space and object space. I don't know which one Dota 2 uses or even which ones I have but I think the problem is that I put too little detail in the high poly version of my model. I…
So I redid the top wing normal maps with the leaves extruding and got the following normal maps. Since my UV's are overlapping 4 times total for the wings (I did mirror geometry twice while making the model), I created two normal maps. Firstly using all of the model and then only using 1/4 of the model to see if there was…
Nope by cage I meant the projection distance between your high poly and low poly isn't big enough so the baking process isn't reading the entire mesh. When you go to redo the sculpt we will be happy to help
Your normal map doesn't look like its doing anything because from your normal it looks like you aren't really pushing it to do anything substantial. Tangent space will be the thing that plays the nicest. I would recommend doing some hard research into baking, and try just baking simple objects like cubes to have beveled…
You're right. The normal map is barely doing anything. Going to reshape the model and then sculpt it again. Hopefully better this time. By cage do you mean the UV's? This is my first time for everything hence the mistakes. Thanks for helping!
It's doesn't look like your normal map is doing anything at all. Why didn't you sculpt the leaves on the high poly? And it looks like you're getting some artifacting because you didn't make a proper cage.