I make 4 bake test. 1. just create stairs mesh, unwrap it - normal mapping and leave it. Bake AO/Normals Result: Where steps meet each other, there is no visual information. I looks like baking doesnt like sharp edges Test 2. Same geometry, but i conect UV islands as much as possible. Result: Better visual appearence, but…
Okay all, so here is the final presentation I did for my portfolio review submarine project. I still want to add more pieces so truthfully, it is still a WIP I'll return to later. The poly-count is ridiculously high so it is definitely not a game model. I deleted all my unseen faces, and didn't subdivide all the pieces,…
It would be awesome if the next version of handplane included a feature that would allow you to convert tangent space maps back into world space maps. Why would you need this feature? Say, for example, I needed to add details to my tangent space map in a program such as nDo2, like the knurling on the grip of my gun: When I…
@s1dK: thank you, glad you like it! @PandaBear: thanks for the feedback :) @KazeoHin: hehe.. also did I not add the chest hair right from the beginning. But it adds a lot. thank you! @low odor: thank you! @Paul68Rageous: cool, great to hear. @Decoyz: thank you! Yeah.. the purple glowyness required some post-work.…
@ enoki Thanks! It´s just so easy with Marmoset :) Of course it would be awesome if TB2 would have more tools like UDK has but for rendering it´s awesome. @ Pegbird Thanks! PBR is pretty nice and I´m still trying to create a fast and efficient workflow. You just have to watch world deeper and observe :) @ Shrike Thanks.…
Okay I'll bite. Made a couple of things back when I did Music Tech for an A-Level, so that'about 5 years ago now. It's mostly working on a pc putting it in MIDI, but some of them involved using a 16 track recorder. All the PCs and technology were way out of date, I wouldn't say older than me but I think they had them…
Yes, you'd start with blockout geo, just to nail down the shape. But with any kind of armor, I think the super-detailed sculpting stuff is what people want to see (think Gears of War). So decide on a base geo quick, and move on to detailing. I would start with the shoulder pads, for whatever reason that is the element that…
@zakhar2: I agree with your points, I did not think of that. In the 3d model I will be adding more lava mounds where all that lava falls on. I did not add too much glow because it is distant, but I'll definitely play around with lighting in the model to see @Texelion: the boss is inside whatever the heck that big rock…
Make some decals to simulate stains from rain (particularly on the roof, below the windows etc.). The roof is too saturated in my opinion and looks too clean. I also find that the building looks way too blocky, add some extra geometry on the corners and add noise (manually) so they're no longer pefectly vertical (you could…
The Leotard, gloves, cape and the belt were generated but I had to do some sculpting to get some of the seams and wrinkles to look right; the boots were only modeled and sculpted in. No physics....... yet, as I was planning on having some form of hair physics in a gif. I was able to add the cording in, but I wasn't able…