Hi all so finally time to reveal what i have been working on while asking so many questions here. Thank you all for so much sharing of knowledge and ideas. Learned great deal of new things. :) All textures are hand painted except on rocks and Landscape :D Rest of the environment is made from one 2048x2048 texture, Since…
If you're a MODO user, I've put together a toolkit for controlling vertex normals. It includes; - A bunch of tools for controlling edge smoothing (Maya-style), but also has full smoothing group support (better than MODO's native support). - Some "final pass" normals options, including area weighting, angle weighting and…
hey so i wanted to try out zbrush's new uv mapping function, and it's pretty cool. a quick disclaimer this model is not mine, i just needed a topoed model with multiple subdivisions to test this. i can't recall who did it so forgive me. anyway, i ended up making 4 normal maps for this guy because they were all coming out…
I was able to resolve the issue now. Thanks to the hint with the sharp edges, I smoothed out my model using the sculpting smooth tool. :) Thanks for your time, guys!
I fixed a few of the problems but I still have a couple tri's floating around. I'm so new to organic modeling and am probably being a little too picky. We are going to be rigging the models for a very basic animation as well, so I still do need to make sure the deformation areas are legit. Another thing I'm running into is…
You should be using UV/smoothing splits to control shading errors. Splits cost verts but so does everything else in the model and you just need to build that into your workflow/budgeting. Ubervert count for max makes tracking verts easy and if you are concerned with optimization you should use it. If unreal rendered normal…
Thanks. Ok so I've read all of the threads on the importance of putting smoothing splits where you want hard edges and putting hard edges on their own UV island with edge padding, and adding edge loops around problem areas and I believe I understand that, but I am still having problems No matter what I do, smooth/ hard…
It looks like you ran into some issues with the shoe making it a watertight mesh, I would recommend for something like that next time to just block out the major form of the shoe, then extract faces where needed (Like the sole and sole lining) and then abuse the everloving crap out of the Shell and Push modifiers. I would…
Thanks musashidan! I had suspected that 1-2mil ain't enough but now its confirmed. I even looked back at my sculpts and I am even more conservative than that. Oddly enough i had not thought of texel density. Which is ironic, because exactly the small area with small uv space had the worse detail projection. I will try to…
Forgot to post yesterday's work. MAR 03: Started first detail pass. No idea what I'm doing, so everything is being done with clay tubes brush and a little of the form brush, atm. Very tough, seems like it's a constant game of sculpt > smooth > sculpt > smooth until some of the forms come out. Today's progress: Trying to…