@DiamondDog The answer is it depends. Is there a workflow specific technical limitation or requirement for all quad grid topology? If this type of topology isn't a hard technical requirement then the answer is: Yes, there are more efficient topology layouts and modeling strategies. Leaving extra geometry (that's a…
Hard edges that aren't backed up with UV splits will result in seam line artifacts along the edges. Other geometry related issues can cause the skewing and gradation that appears elsewhere in the baked normal texture. Here's a link to a post where I list some resources for identifying and resolving normal artifacts:…
Makes me really happy to hear that! I hope it wasn't too difficult for them. Thank you for this comment!! All in all, the demo was a great time with a total of 2,323 players.A few bugs here and there but that was to be expected and we can now fix them. Sopze92 the "Tofu deliverer" improved from p4 to p1 on the last day…
Two of the go-to resources I recommend are Joe Wilson's baking tutorial and Alec Moody's video about controlling shading behavior. The Marmoset Toolbag 3 baking tutorial:https://marmoset.co/posts/toolbag-baking-tutorial/https://marmoset.co/posts/toolbag-baking-tutorial/?page=Map…
@Alander787 The strong gradation in the baked normal texture suggests an issue related to mesh smoothing, triangulation or noncoplanar geometry in these areas. Additional images of the low poly wire frame, hard edges, UV splits and UV map would help diagnose the issue. Some general suggestions for resolving these issues:…
Ok, so I made a slight adjustment to the bronze texture and added a bit of color variation. Your thoughts? Also, I am aware of the weird normal error happening on the top of the magazine, I've already made a forum post about it here (https://polycount.com/discussion/comment/2728189#Comment_2728189) but nobody has responded…
There are several ways to approach this but a good starting point would be to identify the minimum number of unique UVs needed for all the road wheels. As an example: the front faces of the outer road wheels could all have unique UVs to support painting unique camouflage patterns but the inner road wheels, back sides and…
should be able to follow shoulder joint with 100% weight I think. probably use some corrective shapes for extreme poses that clip with teh cape an exact example is shown on the witcher model in this video: https://www.youtube.com/watch?v=r1E0bEx6TCE&t=273s edit - wrong video. this one:…