my crit is that your edges are way too tight and read noisy in distance, and if you pan to normal map it it will read even worse, it usually happens when we work zoomed in those edges and forget to check the item at far :D Looking good man :D
This has some really nice surface detail, an interesting silhouette and is well lit from a render stand point. I find the edges of the cart are way too sharp, in conjunction with the rim lighting having little diffusion makes it look like the edge of a knife. Otherwise, its looking promising :)
Actually just found some better ref for you. Notice the unique wear at the edges of the painted metal and dials. The dirt collecting in the crevices. The smoothing of the blue leather on the side and how it's darker around the edges where is sees less use. You just need these unique moments to really sell it.
I have a few questions about how to clean up boolean for a sphere with solidify modifier applied. Right now, the boolean clean up tool only cleans up one side of the sphere (the inner edge) and I don't know how to make it clean up the outside edge.
Is this the exported document, or just the specific pass ? If it's the latter, then the edges are not going to be anti aliased. This is so you can use the mask pass and composit it onto a custom background with smooth edges. If you didn't want to use passes then you'll have to just set the document bg to white and render /…
Hey man glad you learned a lot! Looks like a cool concept however your high poly has to sharp of edges, which makes the end result normal map look very flat. You should soften the edges for the next project so it will be much better bake. :)
first: i would let the others know what does your high/low poly looks like. second: i would let them know in what program you are baking. :) maybe in your lowpoly there is a single hard edge and in your highpoly there is not a hard edge but a beveld one?
Thankyou! The hard-surfacing was all done in Max, so I could easily get those hard edges using standard triple-edge-loop techniques. I only really used Zbrush for the cloth of the cowl, however hard-surface work in zbrush is something I'm currently practising.
Tell me please, how SmartMmaterial defines model edges? I apply material to my unwrapped model and on the edges anything isn't present, any "dirt". My model and UV: My material: And my result (Marmoset Toolbag 2). ID, Mask and Bump maps remained unused.
Hey I recognize those HDRIs :p The texture is looking sexy! Is the front of the barrel blued steel or paint? I think the edge wear looks a bit off there. I'd try to find some reference of edge wear on a similar surface. It's holding up well in different lighting conditions.