Okay I'm gonna talk about the stickers because they were a pain. I haven't found any good resolution picture of them I've had to improvise.They needed to be perspective free, so I open an image on photoshop, rotate it, use the camera raw filter and delete any perspective, cut them and export it as png. Once exported I used…
@sacboi Yes, it is a hero asset. I didn't make any fancy math or think about the texel density taking in mind the big scene.But the average texel density in 2k is 6,05 px/cm and in 4k is 12,1 px/cm (I'm using Texel Density Checker 2 addon in blender). When I make the uv unwrap, after marking all the seams I globally unwrap…
@illumisanic Oh, correct me if wrong think my question wasn't that clear? indeed sorry about that bad habit/s : # Had initially meant texture resolution and as I understand this is a hero prop? so was just wondering if the texel density was either 4096 = 20.48px/cm or perhaps 2048 = 10.24px/cm...etc? hence out've personal…
Thank you : DThere are some "concealed" parts that are ngons. After seing some posts of Jordan Cain, I stopped being so skeptical about them. I think it came out mostly as quads because I've applied a subdivision modifier before going into smaller details, like holes, booleans and that stuff.
Splitting normals before baking is a good process. We have a bit about why this is important: http://wiki.polycount.com/wiki/Normal_Map_Modeling#Smoothing_Groups_.26_Hard_Edges Also some great examples here, along with info on why those extreme gradients are best to avoid…