sculpt is nice, but The texturing is noisy and very generic all over, as if you just threw masks/color on to everything to act the same. I would make the edges lighter then the planar faces. Add a small gradient from bottom to top and also make sure that the faces that are faced more toward the sun, is more bleached. So…
This is really cool. It seems a little impractical to paint something so uniquely with real-time limitations, but hats off to you for trying something different! Here's another trick for adding edge padding I used to use before Xnormal: 1) cut out your textures into islands, if they aren't already, making sure the edges…
VincentHalman Thank you for your response, I appreciate it! I think what my problem stems from is the use of the subdivision workflow, which can be useful to go about complex weird shapes, but puts alot of extra geometry between the different parts of the cylinders depending on where the details are, like the support edges…
Agree with Marshkin. I don't know where the design for this came from, if it was your idea or one that you found/were provided with...but It doesn't look like a crate...it just looks like a fancy buildup of sci fi details. It does look like its just the lid. Overall though, its looking pretty nice. I'd say you could have…
The faceting is fine, that's not what bothers me. I can fix the faceting quiet easily, right now i'm mostly trouble by these weird edge distortions that are being generated. I want the normal map geometry to look exactly like the higher res model, with the facets. I do not want these random harsh lines that are being…
You'll still have the same issue, as softening the normals on your mesh is the exact same thing its doing when you use geometry normals(just only on the "bake" mesh). The difference between surface and geometry normals is this: Surface normals takes the normals of your lowpoly mesh into consideration when baking. So for…
Run through the existing algorithm, then get the winding order of the border vertices and choose a likely starting point (orthogonally aligned, symmetry or closest radius or edge, or pre-calc and measure least distortion somehow). Then iterate in winding order, and rotate each vertex about the centre so the angle with the…
Yes, your topology is going to be like this when you have areas of contrast between high-segment curves and very sparse geometry. What you have is on the right track, but you have a redundant edge loop around the border of the top of the hole. It's doing nothing as it's on a flat surface an doesn't affect the…
Old swords that were passed down generations were not notched like that, even swords that have survived centuries of wars do not look like that, unless it was made of aluminum. They were actually always kept in near-pristine condition as much as possible. Think about it; if your grandfather gave you his prized warsword,…
Learn the following things: - familiarise your self with the topology of all the basic primitives and experiment with their creation parameters. - create polygon tool - combining and separating meshes as well as detach component, and merge vertices tool - booleans - insert edge loop tool, slide edge loop tool - extruding…