Definitely solid props. There are a couple areas that stood out to me. Cricket Bat: - You have shading issues showing on one side and also in your normal map. This will show up in some engines. To fix that you should make the edges around the sides hardened normals. To get the normal map to work correctly, you then need to…
Is the edge open or is it in the middle of the geometry. You can only extrude open edges. Well... technically you can extrude a closed edge in "edit Mesh" but it orphans the newly extruded part when the mesh is converted to edit poly. In general extruding non-open edges is a mess...
Sounds like you did everything right I'm surprised it has that hard edge hm. You could try an opposite approach instead of having the edges hard with uv seams, weld your problem edge and make it a soft edge then rebake.
Hey everyone, been trying to keep up with my portfolio lately, and just recently found myself in the 'looking for employment' category, so its giving me some much needed time to spruce up my site. So while I have another Cryengine scene in WIP, do not fret, I have no forgotten about it. My plan is to try some DDO…
Hi guys, I have some problems when baking my normal map for my rather simple mesh. I'm pretty new to baking maps I have to say and I did a lot of investigation when these problems came up. All the things I already did: 1. Hardened or softened edges where I want the model to have an hard or soft edge 2. Tried to make sure…
@AlexCatMasterSupreme - Thanks for the feedback. I am always willing to improve my texturing. I find creating metal is the hardest part. Sometimes is comes off as realistic (for example: the gas pump nozzle, shield on the front of gas tank, and gas filter on the side of gas tank) or sometime is turns out concretely. I do…
You don't split your UVs at hard edges, you (optionally, where it makes the lowpoly look more like the highpoly) make hard edges where there are UV splits. If you put a hard edge anywhere but a UV split, you'll get a rendering artifact along that edge.
sprunghunt, I just tried with a edge loop at the top of the cylinder, while the pivot was at the base - the edges scaled downwards into the pivot. Of course you could move the edges up afterwards, but it'd be more handy if you can scale towards the center and not have the edges scaling up or down.
Silhouette is good, but I feel like you should add more edges to smooth out the edgy/blockiness not only for your silhouettes benefit, but also so that it can sub-d that much easier.
Im trying to add the ability to add a vert to the middle of an edge while in an Edit_Poly modifier, but it's not working out so well. Using the DivideEdge function it'll split the edge, but the new vert wont be selectable. This is what I'm doing after selecting the edge: varEdjIndex = ((($.Edit_Poly.getSelection #Edge) as…