adding the back logo, could not find a clean version so had to mess with it in photoshop the back lights have little extra circles in each panel, hard to add it procedurally, so will do it in photoshop
He didn't use hard edges in that test, all edges were soft... If you use hard edges, unless you're baking in Maya you WILL get some sort of minuscule seam over the hard edges (and even then!).
From my experience it's same in every ray-tracer I tried. And always been that way. Mostly coming from sky/environment light . Guess it's why they do small quads with displacement + actual bevels instead of hard edges outside of gamedev. Hard edges is a gamey thing. Actually I have seen a subtle hard edge reveling with…
I am trying to bring this shape into ZBrush. How do I make the topology density equal and keep some of the edges hard? Crease will keep the wanted edges hard but it wont fix the topology density problem, DynaMesh/ZRemesher will make the density equal but will break some of my edges. Any ideas?
i'm not much of a hard surface modeler, but my first hunch for the panels might be to model them and bake them as floaters. I think that would just be simpler to do rather than try to paint it in texturing. And if you bake it you can get curvature maps and so on which can give you more flexibility in texturing. you might…