If you bring up the midtones you can see what appears to be self-shadowing, so they could be dynamic, like a single sun/directional lamp with shadows on. The soft spots seem to be SSAO because the characters have them as well around their feet. The diffuse colors come from the vertices, with split polygons for the sharp…
Thats right. Especially on the lods. Yeah it would have a similar "softness" to what scans have sometimes. But differently than Dreams for example. I believe, for foliage, and some other stuff, you will still need to use the regular approach. But scans or organic shapes can use this tech. As long as you are developing for…
It's just a convenient and universal way to do normal maps that works in literally any 3d soft without necessity of doing cages, un-skewing details, etc . Still you could perfectly cope without it in modern bakers . Well, until your hi-ress is too huge to be loaded in a baker . A whole landscape for example
Overall very soft features. I am guessing this is your goal? I think where the bicep inserts into the armpit might be a little wonky. Overall proportions seem like maybe a younger girl. Quads are great for zbrush by th way so unless you have already uvs I wouldn't worry too much
I like very much where this is going, and agree with pixelb. I took the liberty to give his idea a try in photoshop :) You can also try using a soft light solid color layer on top of everything and choosing a primary color like a shade of green from the grass to see what happens and work from there...
Trying to find some documentation about these options. Curious what they all do and how they work. For instance, non-weighted what's that? How does it differ from angle weighted? Non-weighted still has some form of averaged normals as all associated vertex face normals point in the same direction (soft edge).
Awesome! Seriously looks great. Personally I would try to meet texture resolutions together, so the body wouldn't be that blurry compared to details. Also, the brass could be more reflective. Another thing is normal map for scrathes/weathering - way too strong, makes it feel blobby. The paint itself is not that soft and…
Cool. I did something similar once but without the geometry cutout hehe... There is one thing that could be improved in my opinion. The transition between the crumpled area and the flat panel is fully hard so the normal transition is weird. I think you should use a soft mask to blend the crumpled one in. Great stuff though.
You could redo this way easier and cleaner if you rebuilt the shapes at a pretty low poly and used supporting edge loops to keep the hardness before you apply smoothing. Currently it looks like you have no support loops, causing the entire object to appear very soft and organic versus being a mechanical creation.
Having this same issue from Maya and Cinema trying to export fbx or obj. Normals areall set up to be soft in Maya and unlocked from Cinema 4D, UVs all look fine etc. It's always the same mesh that comes in triangulated in the model. It has no N-Gons. Maya Cleanup is happy with it. No idea what else it could be...