Hello! I am new on this forum so please let my introduce myself really briefly.I am doing 3d graphic alongside with some small projects in UE4.I am doing this already for few years but it was always just for fun as my hobby so i can say that i am real begginer/amateur.In the past weeks i decided to start with 3d graphic…
What i meant by smoothing groups is to have large polygons as flat as possible on the LP. For ex. If you have a large poly next to a small one and they are not coplanar (on the same plane) by default you will have an average smoothing or normals on those polys. That will create a large gradient in the normalmap and when…
Thank you very much all of you ... your responses and advices are really helpful and useful for me.I will definitely try to take as much possible from it. Fabi_G said: so if i understand this correctly i should bevel edges on my HP at least little bit even if they are completely sharp in real life or on reference ? Yes i…
With personal projects, that's up to you of course. A bevel/rounded edge will catch the light and give the impression of more geometry/detail. When making a portfolio asset, you could adapt the art-style of an existing game, so it fits in seamlessly.
Thank you very much for you replies, it is really helpful for me. I would just like to ask some additional questions. thanks for the wiki site. If i understand this correctly does this mean that i should bevel my edges even if real life object or reference is completely sharp ? I will definitely do this with triangulation…
Adding to previous posts, make sure you have proper smoothing groups on LP so that you dont end up with big surfaces with strong normal variation (if that makes sense) Also when you export to fbx or whatever make sure you check the triangulate box (which turns polys into triangles) because if you let later programs like…
Hi! I'd note that some edges on the finished asset look quite sharp. I would make sure the highpolys' bevels are wide enough so they read nicely at the intended viewing distance (first person, third person, top down?) and show up in the normal map at the targeted resolution. Based on those aspects you sometimes might have…
1. Is it okay using turbosmooth with smoothing groups instead of support lines ? Anything goes with the high poly. As long as it bakes well can do anything you want with the HP model. 2. Is it okay using triangles on my LP model ? (i am trying avoid n-gons completely on both LP and HP models) Yes, it'll need to be all…