Well something you can do and its usually in UE3 and many other engines is using as few smoothing groups as possible creating a softer edge by using normal maps and the same smoothing group along edges and letting the normal control the edge sharpness. While we can use more polys these days and more things are restricted…
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…
Hey to all, Does anyone know a cheap and effective way to split up the cage in Max based upon smoothing groups, so when I import them in XNormal, I can bake them out nicely? I had alot of hard edges in my model, hence the reason I would like to be able to break my cage around the smoothing groups. Or if anyone knows a way…
**Note the tri count is for both models in the pic, plus a cube - ACTUAL TRI COUNT 2288** Got the idea from one of the He-man comics where someone's fist turned into a gun, and I thought it looked pretty cool. I'm liking the way the mesh is going, and i think there's nothing more to add, but any crits? The planes on the…
Not sure what the terminology is in Blender 2.8, but can I somehow lock the custom normal (created by Auto Smooth or Edge Split), and maintain it on mesh separate? For example, say I have a pipe shape (before mesh split): (after mesh split) the normal inevitably changes: What I am trying to do: split the mesh, but maintain…
I downloaded this free model, and when I enter Edit Poly mode the Hi poly model has this low poly cage. My first thoughts were that the model has Hi & Low for normal mapping, but there's nothing in the modifier stack. My first instinct was to convert to an editable poly, but that just leaves the Hi poly. Whats going on…
Hey Everyone, i'm currently working on a program that has a lot of high res meshes and my average fbx size is about 10mb, this is a bit of a problem since i'm going to be streaming the content via webplayer. Before i move onto using any kind of compression or asset packs i was wondering if anyone had some ideas about how i…
Hello, I've been working on the ACE Socom Stock for use with a couple firearm projects, and i would like to hear some feedback. A few questions, infact, regarding the smoothing of a specific set of edges. Im also very new to modelling, so dont be to harsh. Ref. Image The Highlighted edges in the last pic are the ones i…