Hello PC! I've been working on this in my spare time very occasionally for the past several months, and figured I'd post some HP work. This thing has gone through several redesigns from the original concept, as you can see. I'm looking for any and all critiques - thoughts on what could make this thing stronger in terms of…
Hi Stephanie I love the high poly work (great to see someone else using Sub-d in Maya!) however I agree that your bakes and low poly models are not doing them justice. What I have found useful here on polycount is Earthquake's normal map thread. This really helped me to understand the process -…
I've been pretty busy at work so not enough progress on the door to post but i figured i needed to learn the whole baking process and start setting up shaders so that way when the door is done i'll already know what to do. so what better to start with than a simple crate right? the low poly baked using floaters and a high…
So I've come across a solution for this issue. I'm currently working on a big project, I'm halfway through bake testing all of my objects and already have a total of close to 15 objects that have this cage intersecting issue. 1. The solution is pretty simple, create a clone of your lowpoly, use this normal backup script…
Hi! Are you creating a game asset? What's your reason for modeling all the vents? You can take notes from existing models, how they solve such details (sketchfab, polyhaven). For a game asset, I wouldn't model such details since they go inwards, not contributing much to the silhouette. I would add the detail in texture…
I'm using it since the student version is available, the viewport performance is way better compared to 2012 and overall it feels a little faster. They finaly fixed the "StepLoop" tool, in 2012 it randomly selected one other edge when executed. You can find all of the changes in the Help file:…
You can do this in multiple ways. One way is basically the one you are describing: having a secondary UV set for the decals - We did that for the cars in a mobile racing game I worked on a few years ago. It's a relatively cheap method as the texture "merging" is done inside the shader, but this demands extra UV work from…
In general you want to align your UVs at right angles rather at that 45 degree angle you have now even if it uses more space, as it's way easier to make changes if needed to the normal map (though a good starting bake is the priority) Maxilator brought up the main potential issues, do you understand how smoothing groups on…
Hey Raul let me know if this render looks any better. I really couldn't find any tutorials on shaders for maya(doesn't help that I don't know hypershade as well as I should. I couldn't figure out how to do what you were talking about so I used studio lighting instead. Another thought I have on rendering is that if there…
The shape of the low poly geometry causes it to catch rays from underlying surfaces and the pixelated radial artifacts around the base of the shape are caused by the parts of the high poly floater that curve away from the low poly shape. It's generally considered best practice to add a flange (that's parallel to the…