Make sure there is no hard edge there as musashidan mentioned (vertex normals along the seam are not split) and make sure the normal map is in perfect 128,128,255 flat color and there is no gradients in blade part. There are shouldn't be any based on your mesh. Ps. There is no perfectly flat normal color obviously since…
Wow wow, here comes the 'love' All I was trying to say that he should have some variety in his portfolio something like this http://orbart.free.fr/index.php?Gallery=105 No need to teabag and vilify me. Everybody has different experience and I was simply speaking from mine. I had bad luck when it comes to mods. And my…
I haven't used the image ratio setting in awhile; I find it simpler to pack my map in U -1 to 1 and V 0 to 1 (so, the normal UV square plus the one next to it). Then when I'm going to export, I duplicate/merge my mesh and with origin action center, scale to 50% in U and move +0.5 in U. Done. Although now that I think about…
i wasn't saying the drawing was inaccurate... my point was that it is A drawing of the full view of an existing weapon from one angle at 720 x 315... that is a highly limited amount of information to be modeling something off of and not what i would consider reference, maybe a piece of reference, but not the reference...…
Are you using PBR? If not I would suggest nailing one prop with PBR rather than DNS. Let us know if you have questions. Some great reference for PBR: http://www.marmoset.co/toolbag/learn/pbr-practice https://docs.google.com/document/d/1Fb9_KgCo0noxROKN4iT8ntTbx913e-t4Wc2nMRWPzNk/edit…
Hi Crystal_Ant, Thanks for the compliment! Your walls don't all have to be the same size, they just all have to line up on a grid that you will specify inside of your 3d program. Just pick a number like 1 meter or 0.5 meters in maya and make sure that all of your walls line up on that grid :) Yeah, you can check inside of…
Hey guys, thanks all for the nice words! Here is some progress on concepting: That's a first test, lots of things are subject to change: the bag may be somehow customized, the shoes are based on the 2015 Nike shoes, but will probably change. The jeans feel a bit empty. The walkman size will probably go up once I blockout…
I forced myself to learn how to retopo in ZBrush, and loved it. Then I was introduced to Topogun, and hated everything else. I'm still a huge fan of Topogun. It's just so built for that kind of work. BUT - I finally got off my high horse and tried Maya's new retopo tools, and was a bit surprised by how competent it is. So…
main building base texture done , later i will use vert paint and decals to make it more interesting i will now for a change start working on cliffs and vegetation later i will work on interior and background building. Also i did a quick bake with directional light with 0.5 intensity and skylight with also low intensity ,…
Thank you for you answer, also, if you use maya, when using sun and sky in maya 2015 there was a node created which would automatically connect to mia_physicalsky1 which was named mia_exposure_simple1, any clue what happened in maya 2016? I am reading about color management with the physical sun and sky and it appears to…