Yeah you can't simply rebake a normal map as a an emission texture, because the pixels encode for a 3D vector, based on a space defined by the surface normal and surface U direction (aka tangent space). New UV orientation = the tangent space has changed.
I did a bunch of research on various forms of metal corrosive and wear protection processes, such as Black phosphate, anodizing, parkerizing etc. All of these oxidize the surface and make it dielectric. Does this mean that firearms and other metals that use these processes should be black in the metal channel as they are…
Sorry, man. But your topology is very messy. I would suggest watching hard-surface fundamentals on YouTube. I'm an oldschool guy, so I would also suggest some hard-surface fundamentals by Grant Warwick (If his videos are still to be found).
Well, thats just the nature of polymodeling versus nurbs surfaces for perfect reflections. There are ways to transfer surface shading in sub-d from a proxy mesh, but I only know how to do it in Max and Blender, not Maya. Are you intending to subdivide?
You get much closer by using Surface Blur. I have been trying to reproduce it for a while now, and while Surface Blur gets pretty damn close I just can't get the edges to pop like Choco did. :(
Well technically weapons ARE props. I do plan to add some non-weapon props to my portfolio. Should I include some organic stuff in there as well as hard surface stuff? I'm better at hard surface stuff IMO.
Yeah, but at the first LOD if you delete the two supporting loops the edge of your surface will change and it's more work to fix. And more importantly, if you're doing an actual bevel and you can't use face weighted normals the surface will have gradients.
There is no script that previews edge bleeding. Assign a surface shader with a color and do a quick Batch Bake on it (Its very fast with a surface shader). Set the desired resolution and Set "Fill texture seams" to the amount of pixels you want your bleeding.
Ya software your using would be helpful. If its in Maya, you can use a Surface Shader with the Outcolor - R channel into the BumpDepth channel of the Bump node. Then you can keyframe the color of the Surface shader and animate your bump intensity.
If your trying to add surface detail to large surface areas like that.. have you thought about just using nvidas photoshop plugin for normal maps to create your own? (Yes, Im just taking a stab as to your purpose)