Subdivision sketch: Basic stocks. A quick visual overview of modeling simple furniture that has compound curves. Block out. Start by defining the basic volume and proportions then develop the primary shapes and surface profiles. Rely on tools and subdivision smoothing to generate the final curved surface whenever possible.…
Great progress mate, S_ource said something good. trying beveling some edges, make them rounder. there are no perfect edges in the real world (unless it's like the top of a katana). you could always try to go Hi-poly and then bake down to fake some "rounder" edges. take the Sofa for example. It looks more like a plastic…
It's worth noting that ambient occlusion is meant to occlude only ambient lighting, not direct lighting. If you multiply/overlay it with your diffuse textures, they'll ALWAYS be darkened/brightened regardless of the lighting. Think of a sofa with soft cushions. The ao will darken the crevices between the cushions, which is…
When I bake maps with xNormal, I seem to get results as though my edges were softened. The exported FBX looks correct when I analyze it but I'm still getting these results. In xNormal, both the base mesh's "use exported normals" and "harden normals" settings yield the same baked normals.
Thanks a lot! Thanks! And to answer your question: no - This is my motivation, 1. I mostly use the normalmaps to give the props a softer look (with low amount of polys and smoothing groups) but of course, also to add more detail. But the character already have a really soft shape, compared to a sofa for example. You could…