Asking because I'm curious- if you're using normal maps already, why the need for smoothing groups? I'd recommend Blender if you can compromise on the art a bit. I like it, but it does have some drawbacks. SubD - You're limited to 3 and 4 sided polygons, so hard surface modeling may be a bit of a challenge. Sculpting -…
Nice work man. About your gradient stuff, I thought I'd share something I just did as I thought your process for the outcome was a little long so here is a quickie, hope It helps. 0. You got your Model loaded up in Max, maya, this probably works with your application of choice you just have to know your app. 1. Make a…
SouL: Really, you should just spend a couple of minutes and actually learn the software. Go into the Advanced Options in the Unwrap window. Check the boxes for "Show selected verts in viewport" and "Constant update in viewport". That will fix two of your major whines straight off the bat. Try setting up the default…
@Noren @iam717 thank you both for the feedback, it's helped a lot! I've made a little bit more progress on the blockout with adjustments based on your comments as well as some extra things I picked up on thanks to them :) Attaching the old version here for direct comparison: Scale blindness is something I'm still…
my blendshape for the elbow deformation completely breaks if the arm isn't set in a T-pose. Do I seriously have to create corrective blendshapes for each edge case? Is there a way for me to disable/modify it when the shoulder joint isn't in a neutral T-pose position? I have heard about plugins such as mrgear and RBF…
The hedge mesh: - Create a box with a few segments in it, 3x2x2, relax it so it softens up and drop a noise modifier on it to twist it around a little. Don't collapse the stack just yet, you can change the noise parameters to alter the hedges slightly. You can do the odd shaping by hand, I'm just lazy and like automation.…
I used to: Model using almost only extrusions and some bevels due to fear of having bad topology, avoiding triangles and ngons like plague. Now: I use chamfers, booleans, bevels and every tool and modifier I know to break the shape, prioritizing form over topology and making my life a lot easier when unwrapping. I used to:…
Some engine use Roughness (Unreal, Blender) others Smoothness (Unity). It should be written in the documentation of the engine, but is also apparent from the parameter name. Roughness is the opposite of Smoothness. So with Unity using Smoothness, it's to be expected that the result you get is different/inverted Smoothness…
You're a brave person making edits like that and relying on an ancient tool that will probably stop working in a release or two. Storing the skin data in channels is a dicey operation, especially if you plan to heavily edit the mesh. I wouldn't be surprised if it explodes on you at some point in the future. Usually you use…
It's a matter of where you want to render it really or what engine you're going to use it show your stuff, it's basically an issue of Tangents (the math which tells how the Normal Map will be processed and shown) so you will avoid seeing any nasty seams. A quick idea on why people do the splitting thing. As for the…