Hi there, thanks. Its at 2048x1024 atm have not looked at it at any lower res yet. A update on the revolver: Baked down diffuse info to normal(scratches, rust, dust) Changed edge/scratches clr to black. Adjusted the normalmap. Lesson learned today: Black is much better than white if you want to achive nice worn metal…
I don't really consider them highpolies until support loops and subdivision. This is blockout geo. Still lots of n-gons and random edge terminations. Quadchamfer is on there to make sure edges have enough room to expand and to differentiate coplanar parts like the upper and lower housing. This level of geo can be used as a…
The normals on the cylinder would look essentially the same on the two due to the smoothing so you'll only really see any information on the edges. However you don't have any bevels or anything on the edges so you wouldn't really see much from it either way, the normal map would just try to project the hard edge which…
Olingova Thanks Olingova. Long time no see. Actually, recent version is simpler then previous. However, the quality itself is a lot better to bake the normal map. I am kind of scared to create high poly that has beveled edges to create normal map. Previously, I bevel the edges on the lo-poly only. But, in this time, my…
As I mentioned earlier, I've tried baking with smooth edges as well has hard edges along the UV seams. Smooth edges do produce slightly better results, although the seams are still very much visible. I've tried rendering the model in Maya as well as Unity. The problem is visible in both programs. I used Maya to create the…
Thanks guys, To get the edge detection, i used this setup here: http://polycube.blogspot.com/2010/03/udk-edge-detection-shader.html To get the outlines to be colored instead of black, i used the resulting edge detection output (the black and white bit) as an alpha mask when lerping my regular scenetexture with a…
If you are cutting in edges on a model with a tiling texture that has previous uv's, the placement of the edges can affect how the texture reacts. However as earthquake mentioned, remapping the uv's will fix any stretching. To give you a real world example, if you slice off the top of a pillar and add damage modeling and…
looking good! well, you basically want to restate the parts i marked in green with support edges. How you do that is something you'll have to figure out yourself though, since there are no ready loops that you can just cut into so you have to reroute. It wasn't very hard to do though, I just used a edge slide to push the…
I thought so, yeah you need to add some support edges to your bevel before you smooth. Otherwise the bevel will stretch along the length of the nearest edge. It's easy to think that the bevel has enough geometry to keep it's shape but it's not always sufficient. Here's a quick example: Left is without the support edges,…
i can see normal map seams on edges , i think uv's are not separated or if you have baked maps in substance painter try to give one smoothing group wherever you get this seams . idk why substance painter does this but sometimes even if your uv's are separated it will give a seam at those edges so to get a nice smooth edge…