Hey folks, I recently dug out an already completed model of mine for portfolio update purpose. I saw that the export-model had some strange shading issues compared to the not-combined model I used for setting up my bake and other stuff. I tried to get my head arround this issue and discovered that as soon as I combine both…
Good day! I have looked through the sticky threads and while they seem to be ripe with technical info, I am so much looking for ways to make the understanding of that info more tangible and accessible as I just can't seem to grasp/apply it. I can't even get the easiest normal map baking to work - cube with rounded edges to…
I recently was handed a HUGE space station to texture. I project I have about 2 weeks to do it. I consists of 23 unique UV sets/maps. So I will have 23 normal maps to sculpt/export, and color. I am trying to find some quick workflows so I can bang this thing out. The only assets I was given were the low poly meshes. I have…
So I've made the Master Sword, from Zelda: Ocarina of Time, and I am having issues with my normal map baking, just around the blade section and a part on the hilt. I gave myself a limit of approx 2k tris. and I have about 2200 I've tried everything but the shading on this area is giving me quite the headache. Im pretty…
Found it, https://www.artstation.com/artwork/PmEB41 This is by Polycount member @Emalphi who might shed some light on how this was made. I think the grip is just a planar projection, the edge strip was then detached and UV'd separately into a rectilinear strip. Then the UVs for the handle and grip are not welded, that's…
1) Nurms subdivision toggle only exists in editable poly objects, it isn't in the "edit poly modifier". Depending on what you're doing you might build a stack that has you doing geometry edits far above the base object. 2) If you need to collapse your stack and turbosmooth is on top you can use "collapse to" command,…
cunning - I like it Problem 1 (which I will be ignoring) is that quad chamfer always gives you a pole at a corner vert like that so topology is never going to be as pretty as your example without bevelling one loop at a time. Problem 2 is that you can't tell Max to make an edge hard, you have to set smoothing groups on the…
Does your material have cavity in it? Human skin doesn't react this way and it makes it hard to judge your progress... I would say for the most part its a really good start. Here are some things I notice... - Head is a tad large - feet and toes need work - His posture even for a T pose is too stiff. He looks like he is…
Yes! Definitely :D I'm planning on doing organic stuff really soon; actually probably right after this project, and have a lot of great ideas. I was getting into some organic stuff awhile ago, but I agree, it's not enough. My workflow for making armour is to first get inspiration; I take a lot from Filippo Negroli, and…