So I'm trying to create some normal maps for some hard surface objects. Like a table for instance. I want a normal map so that I can get the look of nice smooth edges on my low poly so that the lighting will reflect off of it nicely in game. But here's my problem, I keep getting gradients going across the top of my flat…
Hey all.. I know the title of this thread sounds ridiculous and you're probably thinking "What the? WHY?".. but let me explain what I'm trying to accomplish, if I can. I'm working on a Troll ceature for a baldur's gate mod and I finally got around to starting work on it's hair.. I'm generally not a fan of using alpha'd…
Couple things that would improve this. Do not use pure white for your lights, especially your flood lights that have the visible cones. (maybe you didn't but they look white to me.) Do not place your moon as part of your skydome, (it's being squashed currently and looks wrong) it's better to make it a seperate piece and…
okay in retrospect after writing this, it may sound harsh but i'm just counting whats wrong with this piece. no offense but you have still quite some way to go and i am not a 2d artist, some painters might give you better tips hm it is definitely far from portfolio quality. Depends on what you want to do with the…
Happy Xmas everyone ! NOTE: If you downloaded the previous files please delete those and add these to the correct directory thanks :) these now use the substance folders. Download Substance Tools Updated where the files go in. Now all files go in into the basic substance directory unzip contents into Substance…
The model is looking better, but it could use some more character to how it's shaped. I would avoid long, perfectly parallel edges even if it looks like that in the concept. Widen the extremes, don't have all the spikes be exactly the same length, etc. If you're concerned about the poly count then I would recommend getting…
OK, did some more of my own tests. I get a completely flat face with a couple of the cube faces, which is definitely a good thing. In Photoshop I painted over the render target with 127, 127, 127 grey, then set the layer blending mode to Difference. This should nicely highlight any areas of the cube that aren't flat. Some…
I had a lot of trouble making the surface smooth, because i had to add a lot of support loops everywhere because of the cutout landing gear holes, and those support loops made it hard to get the large surfaces perfectly smooth. What i ended up doing for the main body bake was to have a secondary HP model without the holes,…
Weight painting is pretty simple, though it does take a bit of practice to get decent results from it. I think explaining weight painting is more a technical talk subforum type of thing -- however my advice about that would be to just find some tutorials, there is plenty of them out there. If you don't get it from one, try…
This feels like it could be an interesting model, but I feel like the material work and lighting are really letting it down. The materials themselves are good from what I can tell, but the application of them is what is lacking. Your yellow paint has a roughly has a uniform amount of dirt everywhere. There are some large…