Have you tried adjusting your Radius on your Ambient Occlusion? You can also try intersecting your walls by pulling the mesh into the other mesh at the intersecting points. (not always great but it will create a shadow line that is not on the edge of the face which could correct the issues.) best of luck.
[Blur HQ] after the edge node + [level] or [Gradient Map] or [Histogram Scan] after it and before you blend it into your stone color. the point is to remove the aliasing by bluring the line and bringing back the sharpness of the lines by increasing the contrast.
I always seems to run into problems within the shoulder and and hip areas. I just go to a stand still on how to make the flow work correctly (or even just connect it cleanly to the body). Surely I'm quite new and have decided just to just tackle it as I just want to dig in and hammer out my habits early on before it…
yeah I think John_Warner nailed it. you need to focus on the large forms first, making sure the figure has a nice rhythm, balance, and weight distribution before you even think about adding and medium or small details [ QUOTE ] What's with the aversion to triangles? Is someone standing over you saying they're absolutely…
Even though .fbx was exported out of Zbrush with smoothed Normals slider to the max, I still get this angularity in Marmoset. Is this the extent of my low poly mesh? Should I just use the next subdiv lvl if I want a smooth look? Or is it easily fixable?
thats how detailed i want it to be. look how perfect the eges are. no visible tris this is how it looks when i make it: i use world creator 2 i made the desert with 1/2 meter resolution. but when i send it to ue4 it just eats too much fps. i tried using the ue4 landscape lod settings without compositor but i dont know what…
hello, can anyone help me figure out why I am seeing creases in my polygons after using the shell modifier or what I can do to avoid this? I need those polygons to look flat after I apply the shell modifier. Thanks in advance!
This model getting weird when adding turbosmooth and quad chamfer, we know n-gons and triangulated models can be a problem when we trying to smooth, is there any way to fix this? or do I need to create a high poly merely based on quads?