Looks like either a smoothing group issue or normal map sync issue. Messing with the geometry wont do much. There's different ways to fix it. You can either: 1. Add support loops to help control shading 2. Use custom normals to make flat areas have flat shading 3. Use a sync'd normal map workflow.
'Fairly flat' is quite different than flat with topology like this. Even a slight variation from planar can cause the shading issues you're seeing. Try selecting all the verts and scaling them to zero on the perpendicular axis to make sure it's planar. You'd also probably save time in the long run if you cleaned up the…
[ QUOTE ] i would suspect it's the same minded people like the church just a couple blocks from campus whose sign read "The Flat Earth Society" a couple of weeks ago... [/ QUOTE ] Were they singing this?: flat earth society is meeting here today, singing happy little lies and the bright ship humana is sent far away with…
Aight thank you very much for the answers. I have some details that i want to be affected by lighting, for example the cuts in the cloth in the mesh below. As you can see i applied a normal map on this mesh, but how do i now achieve this flat look that's characteristic for anime characters? I dont really get how both…
I know how to unwrap at a basic level and know how to do it fluently with 3ds max but the issue im having is i dont know how to cut up those big hollow cirlces. Those 2 hollow circles is a flat area. I dont want a seam in the middle of a flat area that will be in front of the camera in a FPS game.
I echo what what the other guys have said so far. From a website standpoint, I'll add that the presentation is very inconsistent. You should show each prop or environment with beauty shots, wireframes and texture flats. At the moment some pieces have wireframes, there is one clay render-style image and no texture flats at…
I need suggestions on how best to proceed with the strap. It seems to make sense to model it with a flat shape, since it's basically a ribbon. But how should I go about baking a normal map for this? How do I ue a flat peice of geo for a cage over somehting just slightly 3-D? what would you do?
Thanks alot guys. I've baked all subtools separatly in xnormal, when I've added additional self ao pass of the lowpoly in 3ds Max. Texture looks flat becouse spec is flat and very slight like I guess it should be on cotton clothes. It is nothing special to say about texturing, it's basicly 2 colors + few overlays.
I like your color palette and overall shapes. I feel like the flat pieces on the wall sections are a little too flat - there's not much there to draw the eye. Also, I think the grunge in your texture could do with some tweaking; it always pays to think about the story behind a surface, and what sort of wear its received.
This is an awesome concept to work on, man. I love that movie and that room, especially the vibrant colors and range of materials as you said. The only negative thing that catches my eye is the flatness of the pans on the left there. In the concept art, they seem to have more of an angle on the handle. But either way, they…