Normal maps are seamless if you bake them right. There are a few tricks to painting out diffuse seams, skin tone is probably one of the easiest types of seams to fix. 3dsmax >Viewport Canvas allows you to paint on the model, it even has a clone tool. In 2D view wherever you paint on one seam it spreads to all the other…
Ok so as I mentioned before I kept working on other stuff for this character and then I'll go back to tweaking the anatomy later. This project is basically to tackle four areas which I felt I needed to improve on (anatomy, clothing, hard surface and ability to work beyond reference art). At this stage I have clothing which…
Ah I see, well for starters these might be useful: https://www.youtube.com/watch?v=gkcb8GZP6zQ Also I'm only scratching the surface (...pun intended) myself, having recently began testing this popular surfacing workflow however too a limited extent due to an outdated primary workstation that essentially lacks the…
Nah I don't think I'll need slerp in this case. I was hunting mentally for a solution and spherical linear interpolation seemed to sound/look like a good thing, but its a quaternion based operation, and its useage is way overkill, and potentially unsuitable for what needs to happen here anyway. With a flat/2d surface its…
I think the biggest benefit you could get from Decimation Master is to take a 5million + polygon model, and crunch it down to something more manageable so that you wont have to try importing a 1GB+ obj into an external program like xnormal or max. You'd still have all the surface detail needed to do the bake. Aside from…
The mesh that they use is "low poly" and the applied subdivision upon rendering makes it highpoly. This is in pre rendered animations. This helps the asset and the whole scene to stay fast and easy to work with. More optimized in general. While you are working with it, editing, animating, unwrapping or whatever, you still…
I think you could spend some more time looking at the ref and trying to see what makes it pop. At the moment your rendition looks a bit like a molded plastic cast of the original, painted straight with shiny paint :P Since the ref is so plain you have to really pimp the few areas where the eyes stop. The first one is the…
I've played most of the THPS games to death, so I can instantly picture how I'd interact with that space. And in true THPS tradition, you need a real advertisement on 3/4ths of all visible surfaces! ;) If those garage door tracks aren't there to trick off of, they have no reason to exist. I can picture myself doing a jump,…
[WIP] #3 Fixing baking artifacts and beginning of Texturing Hi all! This will be a quick post with a small update. Baking Issues: I fixed the bake artifacts in photoshop with blur and smudge brush and assigned ID masks for the high poly in marmoset then organized the dagger's parts into corresponding folders in substance.…
Hi! By now you probably put your plan into action. When you're generally happy with the shading achieved by the modifier, you could apply it as a starting point. Personally, I define sharp edges while checking the mesh shading, placing UV seams at the same time (unwrapping in Blender). I had another look at the model, so…