I think your material definition can use some work but personally the first things that stood out are that the loading gate is on the wrong side (should be on the right) and also in order for this rifle to work properly you would need to have some sort of side-mounted scope (something like this) or the scope would need to…
a highpoly is a subdivided model; by nature its normals should not be "hardened" (in max terms, an HP should be entirely one SG) a lowpoly should have SG divides (hard edges) along UV shell borders, otherwise it should be smooth. when this creates artifacts you must add supporting geometry to the LP or else create more UV…
Haha...yeah, we were a bit lazy with updates :D So here is also a last minute one from me while I wait for the final light build to finish ;) I was manly working on all the materials and setups, the scene itself, the outer throne shell and some rocks. For the rocks I used photoscanning as a base. This is one of the final…
Textures are 1x 4k map for the gun and magazin, and 1x 2k on tthe catridge and shell. overkill for sure, but its only for the renders. And here is the uv map. The gun is built with VR in mind, so i kept a consistent texel density. There is some space left i could've utilized better tho and for scaling down to 2k, there…
I would maybe consider trying to bring your UV shells off the borders of 0-1 space. All the lightmaps/shadowmaps are stitched in large atlas', so having them off the borders will hopefully guarantee you arent seeing any edge bleeds from one to the next. So scale your shells down a bit, and bring them off the 0-1 borders…
thanks everyone for your feedback. I really appreciate it. here is a little progress of my low poly of the ammo pouch. I'm still not sure, if it was the right decision to separate the bullet in the three separate things you can see in front of the pouch. This way i can use the same texture for the bullet and shell, but for…
Yes, as well as being badly packed, on most of your UV shells you have zero padding. The shell borders are touching. You should have a good number of pixel padding like 16. I would say that one of the main problems is that your high/low don't match up very well. For the cleanest bakes try to ensure a very close match in…
The normal map is not the same across the two seams. The smaller UV shell has some light-blue at the bottom, the larger UV shell has darker blue at the top. Crazy Bump has created this problems for you, because its algorithm doesn't look at the mesh at all. To fix it, apply the normalmap in the diffuse slot, turn off…
Hi, I have got a Problem with my UV's first of all in the following Pictures i have Edges selected these are Ugly Seams ruining my Textures and different Colors they represent wich UV Shell is which.. So heres the Question how should i optimize it im really confussed and see no way to "fix" that Seam there if i Sew the UV…
WIP 13a Focusing on hair card placements and negotiating how thick the hair texture strands need to be. I think I feel I'm on the right path. Right now the difficulty is trying to nail the soft transitions of the reference photos of Joe's hair, given that it's all short, but it does have varying clumping and density…