ok I'll turn off the smoothing groups Vig: Thanks for those suggestions on rumble The texturing done to soundwave has not been detailed at all other than the glass area and somewhat the head, Im going to be really detailing it up tonight, but Im going to be turning off the smoothing groups as everyone suggested I do plan…
Not too shabby for the first time through =) I agree with HAL, there seems to be quite a bit of waste on the low. You could probably collapse quite a few of those loops to optimize it without screwing with the unwrap. Also the high has a lot of hard edges to it that are showing up on the normal map. Assign that to one…
Do yourself a favour, and next time you post, make sure you read every comment. -Show your wires -Don't display your model on a black background -Don't use mesh-smoothing at this stage. You first need to be able to just create the shapes you want, before you need to get into subdivision modeling. I think you'd be doing…
It's a terminology mess still existing in different 2d compositing and content creation apps. What they call "geometric surface normals" Blender calls face normals for example . It's mostly irrelevant for baking. Just show you if some faces are flipped . Honestly I am not sure why they need it in 2d compositing . Never…
The problem was reduced a lot increasing the baking resolution from 2048x2048 to 4096x4096 with antialias in x4. Of course, it took me like 10 or 15 min to bake this and during that time my computer was very slow. Also, I have ignored the "separate the uv clusters by smoothing groups" to reduce the amount of seems and keep…
Hi, long time lurker here. Been modelling for years, but only just got into low poly modelling for games I usually like to look for solutions in the forum before posting, but I haven't found a solution yet. I'm having shading issues as shown in the images - I'm only allowed to use one smoothing group and weighted normals.…
Hi all! The topic of normal maps seems (pun intended) to come up a lot here, so please excuse me for posting on it again. I recently became a 3D game art student, and I'm mostly self taught at this point. I gave myself the challenge of once and for all figuring out the normal map and AO baking workflow. I'd like to think…
Hi everyone, I would like to somehow re-target vertices onto another mesh with a smooth selection (any program is fine) So while looking at the image below, I have a base mesh (A) with a slice in the middle going through the geometry. During my production for a blend shape (B) the slice is being smoothed out. Now I would…
One thing that always baffles me is the smooth curve that so many artists apply to their work. It's aesthetically pleasing but I never understand how it's applied. It's hard to explain but I'll try: I want to make an outdoor scene with an old asphalt road that smoothly curves away in the distance, most likely applied with…