Okey, I recognized Indirect Lightning only is for surfaces bleeding color from different materials? Judging from this tutorial: http://sassybot.com/blog/lightmapping-in-unity-5/ Though I might have gotten it wrong... I only create the UVs from clicking the check box in the import settings. Is there any other way?
Here's tonight's progress on the high poly. About 8 hours in. Some of the curvy surfaces are hard to get smooth. Had to re-make the trigger guard with better topology to get rid of denty and blobby artifacts. I'll probably have to work the body of the rifle a bit more as well to get nice topological flow. Oh well.
Some results of my 2D pattern practice. Just trying to get a good idea of proportion between different colors and the flow of the camouflage on a 2D surface. Neubaufahrzeug (Nb.Fz. TypeA) 3 Toned Camouflage: Panzer IV Ausf.F2/G brownish sand & "dunkelgrau": Panzer 38(t) Ausf C Brown/Bronze & "dunkelgrau":
a study I am doing to improve my hard surface and environment art skills here is trim sheet done by Paul Peppera Originally: http://www.peperaart.com/images/h4_05.jpg http://www.peperaart.com/ Door by Mike Murrill Orginally: http://www.mikemurrill.com/index.html…
Yeah drivers are a pain in the ass. I love the size though. And it works just as well as a wacom. There's definitely a difference in build quality though. The pen feels very flimsy and I don't really like the feel of the surface. But considering the entire thing cost less than my wacom pen I can't really complain.
I see what your saying. So the boarder edges just have to make up the general silhouette right? After that I unpin all the boarder edges and the UVs will even themselves out right? I tried that myself and i THINK it's working... I did it on a really simple surface so I'm not sure.
Actually one loop can be enough if its not a chamfer, but a suportloops that is in plane with the surface around it. So if you would put a supportloop like in subd modeling, where you don't actually round the geo. This would completely fix the shading issue. You can do this very simply, just cut a supportloops manually…
Hey! Here are a few more images of the WIP. I know it isnt a very exciting piece but I would love some feedback as I ease my way back to hard surface stuff. I baked the maps inside of maya using the decimated geo from Zbrush. Cheers! Normal Mapped lowpoly... Wires....
Hi, Nice shapes, they're pretty much on point. the only thing I could say is that the right eye could be more squashed and the pupil a little more hidden. As for color. Skin shadows are a little more red (especially the neck shadow). shadows are never black, so they usually carry the color of the surface they're projected…
Create a light and this should go away. The default 2-lighting setup will add this shading line, because the two lights are coming from directly opposite angles, which causes an unlit area for any parts of the surface that point perpendicular to those lights. If that doesn't do it, also try a Reset Xform, as this could be…