Thanks for your reply I\ll have a look to her channel. Yeah I think those pleats will need a great deal of smoothing after exporting thou. Because using the fold parameters always lead to some sharpness even when the strength is low and the angle is slight, it's better suited for true sharp pleats.
Edge tightness = How sharp the edges are. Baking normals works better when the edges are smoother or more rounded. If they are too sharp then you will get artifacts or shitty bakes. Just loosen up the edges if you intend to bake it down, if not then it doesn't matter. Good work so by the way, looks good!
Currently trying to come up with an art style, focused for game usage. Still in a WIP state. Not using any textures here, just plain colors. Utilizing the usage of edge sharpness to give a medium polycount character to have controlled low poly features to get sharp and neat aesthethics. Looking for critiques and any…
Your edges are fairly sharp. You're going to want to read this to see WHY sharp hard edges are bad for your normal bakes. http://polycount.com/discussion/107196/youre-making-me-hard-making-sense-of-hard-edges-uvs-normal-maps-and-vertex-counts/p1
This is looking very good. One of the things of the concept i realy like is the camera angle. Sharp vertical looking down. You seemed to have softened that and made it less sharp. I was just wondering wether this is the final camera angle or if you're planning on exploring a bit more? Will be following this!
It's hard to tell from the render you've shown, but it seems like your edges are really sharp, too sharp, in fact. Might want to soften those up to allow for a better bake. Otherwise, I'm liking what you've got so far! Looking forward to seeing this progress.
Hello Polycount! I am a 2D digi/traditional artist. I am currently trying to polish up my portfolio and get going in the right direction. I hope to learn and share with whomever I can. Thanks! ~zsharp
@Eric Chadwick I should've specified that I am using a height map. I was originally using the height map of the dirt but instead switched to noise because I like the effect more. I'm using the 'layer blend' node to make it work. This is the new height map I've been using to try and force the contrast / sharpness a bit…
No the normal map one it actually uses the same underlying code. Although you can choose to output 8 bits per channel, or 16. The 2D one though is a customization which bypasses the blue channel. I just wanted SBSARs I could open in Substance Player, and to share with people who don't have Designer.
Current HP, simplified the wraps and now gonna take a pass on added some sharpness and edge-work to the cloth. Right now it's feeling too soft and I want some sharpness to mirror the edges throughout the rest of the mesh. Let me know if you have any close sculpting tips you swear by!