busy with an art test but had enough time to play with the lighting and post on this, its not quite there yet but Im starting to like it thanks BigErn and JonathanF your too kind ha theres a wierd bit of smoothing going on on my pillars! :( I assumed the normal map would sort the fact that its just got one smooth group on…
Only the UVs inside the 0-1 space (upper right quarter) have the highpoly details projected on them. If the two sides of your mesh are perfectly symmetrical and on top of each other in this 0-1 space, you try to bake the same thing twice at the same location which will cause you a lot of trouble and baking issues. That's…
I'd agree with iniside, using complete photobase textures can work as well, and its even faster for things that don't necessarily need to be sculpted or even have a hi-poly for. its whatever floats your boat and works for you, as long as the end result looks good who cares so much as the process in which they did it…
Yeahh Bro, as per my prescriptive it will b good for understanding low poly modeling and power of texturing, u can do chamfers on main visible edges for showing it smooth, and live smaall parts with hard edges. and yeahh for head light or any spherical surface you can reduce tricount like this…
There is no subdivision enabled in that shot no, was just testing unwrapping without for practice, during renders I've been applying the turbo smooth modifier to the tyres and the car I'm working on. I guess the idea is to collapse the turbo smooth modifier into the high poly before baking out the normals to make it super…
Yes. You would get much better result by using a little bit more geometry on the lowpoly, and just let some bevels do the edge smoothness of a 60 meters big object. You would only increase the tris count by little amount, and you wouldn't need a 4k texture. Sounds much better to me. I see you also have some issues with…
Tris and n-gons are fine to use, but I would agree avoiding them when you start learning how to model does help make things simpler. Obviously it's safe to use them in flat areas where they aren't going to cause any smoothing errors, and there's actually some situations when subdiv modeling when ngons give better smoothing…
Thanks. i think i know what you mean, you mean like shes tensing her buttocks? the (left) is supposed to have a very 'tight' butt for an athletic look, and the (right) more apple shaped. also, maybe the smoothing group isn't that great, maybe it doesn't define the shape well? heres with no smoothing groups: i wanted to…
Thanks for sharing. You can use Standard Shader in Unity without additional texture to AO or height. Albedo = RGB Albedo Color, A Alpha (optional) Metallic = R Metalness, A Smoothness Normal = RGB Normals Height = G Height Occlusion = G Occlusion so, that's work in Standard Shader: 4k Base Color - RGB - 10.7MB 4k…
@throttlekitty -- this could have been the problem! I was using the smooth mesh preview (3 key) ... let's see how this works! Thanks for the reminder to do that. (edit: but yeah, the weirdest part to me is that I'm still seeing... nothing. Like, if I had been using the smooth preview, I'd probably get a result but just not…