re learning the basics in substance painter. I have used it on the past, but have forgotten most of itdust +edge wear using world space normal, so the dust is only on the bottom half of the car
so yeah it did work ok, the one subd level gives slightly less chunky effect.using weighted average for the edges did nt work too well as each edge has a slightly different weight ie averaged out - have to do it by angle+ making the required lines as hard edged - you get a nice clean panel line that wayAlso I make a vertex…
getting around the problem with adding panels to low poly meshes using edge split, soldify and bevel. So of course this technique is non destructive. lots of tutorials on this on You Tube
since most of the technique involves the bevel modifier, you could just remove it for a basic LOD, which would be replaced by sharp edges to keep the same look from a distance
Like your work B ) EDIT: If you don't mind me asking - I'm just curious about the workflow, creating these low poly cars especially rounded edges and curved shapes like wheels, light wells or generally other non curvature surfacing/topology whilst also at the same time not incurring usual edge faceting....? I mean how do…
@sacboi so its a bit tricky at times, but in involved using weighted normals modifier in blender. Also you can use face normal strength, so where there is a bevel, get rid of the hard edges and set the bevel face strength to weak, the bigger faces to strong. I will dig out the tutorial on you tube, but its a pretty cool…
look forward to seeing the Tiger revamp,since you are a proper hard surface modeller :) the good thing with uv mapping the bevels is that blender does a reasonable job of it and IMHO Eevee does a great job with car/shiny shaders . There are plenty of procedural approaches for the camo pattern , using 'object 'rather than…
so I ran in to a major problem when collapsing the modifiers, in that the bevels would mess up the uv's, so here is a solution I worked out. you could uv map after you have collapsed , but I prefer to keep it non destructive until I am 100 percent sure its done a simple solution is to 1 pin 'all' the uv's 2 select the…
It's just a shame that there is no edit poly modifier in blender as you could do the panelling on the subd without collapsing the modifier stack.these cars are all mainly for mid distance viewing, so not going for the high fidelity style this time, but I am going to do a proper sub d car at some point, once I figure out…
Hey, no probs.It just dawned on me over the last few months that people were using these kind of techniques more and more. It's kind fo fun to be doing low poly modelling again, even had to do some edge turning :/ I started my first car in 2002 and because I could n't make it look good I gave up on it. I am starting to…