Wall of pictures coming in: So, been a while, APB beta bug bit me and due to the issues seen earlier in this blog I've been reluctant to continue. then 3 point released their shader and I gave it a whirl. Before this though I exploded the model for a cleaner normal map, I chamfered some areas of the model where the…
erm not true if you export smoothing groups in you obj options im sure i have not come across this...maybe play with you export settings and check in xnormals veiwer that the settings are coming out correctly dont use maxes normal baking its tangents dont work aswell as xnormals, mayas etc for most realtime…
Thanks! I'll make them deeper :) . When it comes to textures I want to maintain the painty look of the concept in the diffuse and try to get the same good looking highlights in the spec.
nono reduce the hard edging first not the uv breaks, best normal mas come from fewest smoothing groups fewest uv islands i just meant make sure there is a hard edge down the tip of the blade, you deffinatly need one here
Low Poly. I'm thinking it's done, of course I could be wrong. I think my budget of 3k triangles was a bit too high as I feel this one isn't too bad. I can probably touch it up a bit more in some areas that I am spotting now and I will do so. Now comes one of the harder parts, unwrapping. I know how to unwrap but I'm pretty…
I'm using 3Ds Max, pretty sure the High poly is not the problem as it is using a turbosmooth modifier. I've split the Unwrap into more islands than Indonesia and I've added two more smoothing groups to different face collections to fix the distortion and try to hide ugly seams. This is the result, using the 3point shader…
hmm that is abit odd, how detailed is your turbosmooth? in terms of divisions... i know my way a little around max, but my main app is blender, to bad i didnt have your file and see if blender would bake out the norms with the same problems... the reason why i mention that is because in blender if i have a issue with…