What you are seeing is the vertex normals are split along those edges. Vertex normals control the direction that light bounces off your polygons. If your vertices are split on an edge, light is reflecting off the adjacent polygons in opposite directions which results in a sharp break. If you want a visual representation of…
First thing that really stands out to me in your first scene is how empty or flat it feels. This should really be your best piece, since this is what I see first. The walls and floor are really flat it looks a bit bland. And some of the edges / corners seem too sharp, like on the archways. I'd recommend getting some small…
Edges of your high polygon are too sharp for sure (see all the aliased edges on your normal map, it's 2048^2 and the captured curvature changes are like 1px large. Any smaller resolution and they'll just disappear.) But the black lines remind me of a similar problem caused by when the low polygon model has a break in the…
I wasn't talking about the pose, I was talking about the modeling (which has gotten MUCH better, btw). Like, the main body section was too sharp and flat. The concept image looks more like a diamond, while he modeled it very flat. There was a sort of rib cage area that was missing in the first model, but he's added it.…
Nice website layout, my main concern would be your models, in particular your normal maps. Many of your models appear to have very sharp edges and are reading like low poly models. What you want to do is create the illusion of rounder edges on your low polys. To do thast you will have to revisit your highpoly models and…
Not sure what Oly you have, but if its an older model with the 2-axis IBIS, the IS wasn't very good. The latest models with 5-axis IBIS (EM1, EM5, EM5II, EP5) are very very good and do not need 1/200th to get a sharp shot. Even the 3-axis EM10 is quite good. Minimum shutter speed for a sharp shot (regardless of IS) depends…
-Albedo is simply the base color with no lighting information. -Metalness is a black and white mask that tells the material what is not a metal (black), and what is a metal (white). Where the map is white, the shader will default the albedo value to black, and then use the information in the albedo map as the reflectivity…
So, its important to understand that you don't necessarily need to harden edges at your UV splits. But you absolutely must split your UVs along your hard edges. Giving your sharp angles hard edges will reduce the shading gradients and yield a better result on the normal map because the gradients won't be so extreme. Once…
Hey dude, just a few things i think you could do to boost the quality: - Take a concrete texture and run it through CrazyBump, set it up so that the map is sharp, usually 90 fine detail / 60 sharpness / 50 intensity, turn everything else down. - Overlay it onto your geometry normals in PS, turn off the Blue channel in…
Below an example. Not mine but from a site that reviewed the tool. I have been playing with it a little bit because I need to scale a couple of images up by about 250%. The SmartScale results are sharper with kind of jagged edges instead of blurred ones that you get with standard PS scaling. If you clone the image and…