You can also try a matcap shader. You render a sphere holding all your reflections. The shader picks the right pixel of your rendered sphere, according to normal direction. See picture: https://help.thefoundry.co.uk/modo/content/resources/images/images/shade_render/matcap_sample.png The Matcap render can be quite small,…
but if his high poly looks like a baked lowpoly.. when he bakes it should be all good yea? if this were a cinematic asset then sure but it works fine for a game model. i get what you're saying shrike but at the end of the day if this is intended to be something like a 3rd person weapon.. just adding more geometry for the…
Np. I have a zbrush license so yeah, after photoshop thats the second thing I tested. Works fine like you would imagine, the interface is a bit small but thats to be expected. The side buttons make it easy to navigate around and call on certain functions, but again they require a bit of hard pushing to work. The lcd's high…
Good bakes. your UV mapping tips are quality, really easy to follow. Is only this year i began "resetting xform", glad you do confirm some stuff. Also i do like the black pixel of death naming. Is the Festival of Games in Utrecht at end of April... careers days also.. might be of interest to you? Go if you can?! @ Mezz...…
I made a UV grid/checker texture that helps with this. It has text that makes the mirroring more obvious. The color gradient makes tiling obvious. The checkers and circles make distortion obvious. Circles are especially helpful for seeing distortion, since the human brain seems to be adept at judging the proportions of…
Everything looks normal, If you render the normal map @ 2k you should be fine. The problem with the 512x512 map is the edges of the uv's aren't aligning perfectly with any pixel grid so when marmoset filters the texture there is a very small gradient error. So you could conceivably fix this by moving the uv's around…
So, i have cleaned up the LowPoly a little bit -> 573 Tris. It looks so: And here is a quick Bake with the OLD High Poly, and the new cleaned Up Low: Here is the LP Checkermap: Maybe i can make a LowPoly to HighPoly here, to get nicer bake results. Like Pedro said. Blockout, and then cut it to a HighPoly with nice…
Looks like you need to give the vent texture on the side of your monorail some more resolution - it's rather pixelated. You've got some good stuff going on here - the shapes of the seating and information sign are working well, but you could punch up the 50s retro-futurism quite a bit. At the moment a lot of it looks like…
Thanks. The main solution in that situation seemed to come from export options specific to a different software such as pixel values, something that doesn't seem to be adjustable when exporting my substances. Since then I've stripped my texturemaps and rebuilt the material in toolbag 1 by 1 and discovered that it's the…
You have too many loops/sides on her body and not enough on the hat/skirt. The skirt edge has 3 times as big a radius as her hips, and 4 times as big as her waist - yet it has only 16 sides whereas the body has 18? Along the same lines, her skirt and hat really need some more pixels. It also looks (though I can't judge…