I'm probably doing a lot of things wrong, but this is my first time baking normals. I also tried to bake them to a simple plane, that worked just fine. Also this is just a test, there is pinching at some of the corners> I don't really care about those right now since I've spent a few days screwing around trying to fix…
What's New in 3DCoat 4.9 Introducing you the new 3DCoat 4.9.34 Update adding multiple useful tools and improvements, all to make your 3D art work faster, easier and better. IMPROVEMENTS: - 3DCoat now has native support of Blender via built-in AppLink! See videos on how to install and the export options - Video 2 and Video…
I'm just trying to understand your problem so I'm not giving bad advice. You have a regular texture with albedo, normal, roughness, etc. The top is your trim in which you need regular texture settings. The bottom is decals in which you need decal settings. If you change the texture to decal, it works fine but you can't use…
SimonAlbon: I take a cylinder and give it a very deliberate number of edges, depending on the size of the knurling I want and add an equal number of height segments so I have even quads. After that I tesselate (same effect can be achieved by doing an inset by face and welding the result), at this point the graphite tools…
MY FINAL SUBMISSION BACKGROUND STORY: Already as a child Jarii was enthusiastic about the apparatus her father created. She always dreamed of a companion made by her own hands. After a few years of hard work and research this saber-toothed tiger named “Clawdia” came to life. It should have a beautiful but still dangerous…
You kind of need to pick a direction in terms of realistic vs. stylized. If realistic this tutorial should help with understanding one way to accomplish a game ready model (there are obviously many ways to go about it). I'm not as familiar with a stylized workflow, but youtube is a wonder, and you can find something there…
The dirty paint looks pretty damn good. You're making good use of the 4k res. Does it look noisy from a bit further away though? Some small points; the scratches from the fire selector are odd; there should probably only be the one main scratch that is curved (as the selector is pushed up/down, think about where it rotates…
I took the front end of the last piece (which I was very unhappy with) and re-unwrapped it. This portion is covering the entire UV space by itself at 2048. I can see the resolution being better, but I still have a lot of questions about my workflow and the results I'm getting. How normal is this? 1) What should I be…
You have to care about texel density only if your shader does another macro or micro texture layer scaled of same UV. And of course for same materials sharing same textures. Having those edge blocks a bit higher res is nothing wrong at all. For distant background buildings out of close player access it would be a rule…
Nice model, the renders with the darker background look better, they have more contrast and the darker blue goes a lot better as complementary. Your wear and tear is pretty inconsistent and unlogic tho. At some parts where a huge amount of wear would occur, you have noone and at many areas where it would be impossible to…