but as soon as you get too close, it's very clear they’re just intersecting planes do the planes normals match the surface normals ? if they don't then their planar nature is pretty obvious this is crossing planes admittedly with a pretty low res texture
@TheDawnfury No problem. Can you provide the requirements of your assignment for which the PS Vita is being created? I can't accurately judge your work without that information. My assumption is that it is to create a high-quality close-camera game-ready hero prop. Typical approach for an item like the PS Vita would be to…
Theory meets practice, and practice wins (the math works only in theory and with continuous functions). EQ and perna are right for the general case - normal maps can't capture vertical surfaces, so anything with a ledge perpendicular to the surface isn't present at all in the normal map, and therefore isn't taken into…
Well the thing is that at their core, NURBS can only be UV grids ; of course there are many possible ways of combining them to make the complex shapes we associate with them, and NURBS/solid/CAD modeling packages subdivide the surfaces well enough for the display to be smooth. And since everything is parametric, the data…
Hey @MyMomHatesGames, I've had a look at your meshes and from what I can gather is that it's not so much to do with shading problems in maya, etc etc. I believe it's the way you've setup your UVs, smoothing groups etc. Essentially, any angles that top 90 degrees you'd usually make sure those two surfaces are it's own…
Great portfolio! Would recomend sending an email to Dekogon, got my first jobs there and was working with them until last year. They don't always have weapons and military stuff to do but they always have lot's of hard surface work.
Repeating shapes are certainly fine, and similar shapes within a texture will help bring some cohesion to the texture. But, that said if you're going to repeat those shapes identically, with no difference in painting, then there's no reason to make the texture that large (cause that's what the tiling will do). Looking at…
This is an interesting question. I'm not sure I'll do a very good job here as I can't think of a way to explain it simply (which means I probably don't understand it that well myself), so someone smarter can probably correct me here. Anyway I will take a stab at it: To explain it I think its important to understand how…
I don't want to piss on everyone's cornflakes... I like the hard surface tools in ZB, but I still wonder how 'efficient' they are in a pipeline, even now with all the updated tools. I don't think it's ever going to overtake precision modeling methods, e.g. what happens if you need to make big changes to a hard surface…