If you're going to really learn baking, I'd jump into the deep end. A gun is a great way to do that. You'll learn more technique, discover more process mis-steps, etc if you do something more complex.
If you're going to really learn baking, I'd jump into the deep end. A gun is a great way to do that. You'll learn more technique, discover more process mis-steps, etc if you do something more complex.
(linking this due to obligatory) http://wiki.polycount.com/NormalMap?highlight=%28\bCategoryTexturing\b%29 good luck n88tr on your journey to learn the steps for normal mapping...i'm still learning it too...along with everything else :D one key thing you should ALWAYS note with normal maps is to bevel your edges on…
yeah that was it thanks a bunch working on a turntable render of the uzi hybrid with suggested changes i think maybe i bit off more than i could chew with this gun. not to take any steps back but i think i should do smaller projects before i jump into all my guns i have on my harddrive once this tt thing is over and i mash…
First of all, make sure your high poly model has nice thick smooth edges so your bake comes out well. The sharper the edges on the high, the less information is transfered to the low and will alias out quick. Dont know if its any help but my work process atm is as follows. 1. Make the high poly model. (Nice thick smooth…
n88tr, I've scrolled through this thread and saw some of your artwork. Theres a huge variation in quality of the assets, seeing for example the descent uzi and sword from 2011, and the last ones. How come? The ring's design itself is cool, but the execution of it is just - don't want to be harsh, but - bad. Which can…
It sounds to me like you have given yourself way, way too much work. Creating a large building, props, and a few characters is months of full time work for an industry veteran. I would really try to scale it back if I were you. Rigging and animating characters is completely out of the question if you haven't done it…