Yes! How aggressive it is depends on the level, a bit like how the alpha is automatically generated by level too. Keeping lower levels more opaque looks better in general, and helps to hide the frizz, it's the tips which are problematic, so they got a heavier alpha subtraction by fresnel. This is how I'm adjusting the…
Tim- Thanks for the eye on the width, you were def right about the magazine. I fixed that and i wasn't entirely sure on the stock but i did bring it in a tad. s620- thanks for all the notes! 1. yea generally i like to model in all the pieces too. This time i just decided to go for speed. And for the indents in the back of…
That is a very cool, yet odd tv. Your model's topology needs a tad more work. Right now it looks so forced in. the wires are competing with each other to generate the shapes. In the end ends, all the tris and quads you have in there do create the shape you need. Yet, they dont have a solid feel to them. It looks so nice,…
to me one of the most important features of xnormal is, that i never have to start it and can just batch my files, be it 1 character with 20 batches, or 100 characters with 100 batches each. I would not want to go back to setting up bakes by hand. also please let me bake object space and tangentspace (or as many normalmaps…
I'll get things started and hopefully others will chime in with how they've heard it used. I think its a term that gets used for a few things or it flat out gets misused... A bit like "skinning" some people use it to mean making 2D textures (drawing the skin) and other people use it to describe the weighting of verts…
Depends how detailed you want to go / what you are aiming for. :) Different methodes would be: 1. add the panel lining in the texture itself (maybe also to the normal map via tools like ndo) > no modelling needed bt depends on your UV/Texturing skills 2. model all panels into the high poly model > high poly model/baking…
If you're planing on using alpha, it shouldn't be a problem. If you're not planing on using alpha, it is a problem, this is one of those common noob(not saying OP is a noob) baking things, someone models a hole in their model and wonders why they have weird errors there, you know. But there is one thing to consider when…
I think your edges are way too crisp- if you look at the concept, the overall feel is much chunkier and beveled. Especially the screen/antenna area, way too flat with thin edges. A big part of this is normal map resolution- if you look at the normal maps that ship with quake 4, this would be like a 256x256, or 512x512 at…
Drill Bit #1: *Far Back* Layer 1: 18 Bit smaller than the rest (20 degrees apart) Layer 2: 18 Bit a bit bigger than layer 1 (20 degrees apart) Layer 3: 8 Bit same size of layer 3 bits (45 degrees apart) Layer 4: 1 Bit (Angled) Drill Bit #2: *Left* Layer 1: 18 Bit smaller than the rest (20 degrees apart) Layer 2: 18 Bit a…
Just a quick writeup as I just went through the process myself for the first time. But the workflow is the same as doing any high to low bake: * Going to Unreal. * 3DS Max, RizomUV, and Substance Painter (I set up my own export preset). * Starts out with ref gathering and note taking. Drawovers in Photoshop and deciding…