hmm just heard it was quite bad from the 6+ people that went there from here, some Ubi Soft guys were awesome but other than that dissapointing for professionals.
I use same modelling techie as in this video https://youtu.be/3rlMzsBWtPY?t=130 But instead of shrink wrap I use "data transfer" to transfer vertex normals . It works perfectly well usually . You can do a rats nest of polygons and edges, super tiny and chaotic but once normals are transferred it's perfectly ok usually .…
Hi! Hard edges, soft edges? Best read up here: Making sense of hard edges, uvs, normal maps and vertex counts Wiki contains more info generally. Smooth shading works as well, but because of the gradients in shading the normal map has to compensate more (gradients in the normal map). If the lowpoly is smooth shaded and is…
This is what I'm working on at the moment. C&C is much appreciated! I textured three props today for my game. A work light: A Welding torch: And a soda I also made a blisters paint texture in Substance Designer.
Changing the tangent helped a little bit but the artifacts are still there. About those soft edges; which ones should be hard? Or should the entire thing be hardened?
http://wiki.polycount.com/SmoothingGroups Specifically, look at the text on the left of the image that talks about normals. That explains what soft edges from smoothing groups does.
Ace-Angel: Thanks for the response, found out the problem was how I was exporting. Wasn't working out of soft, but out of Maya the mesh worked properly.