Wow! That's some positive praise for 3D coat! My worry is investing in a program, and then it suddenly becoming non-relevant. There are so many different programs out now, and I'd like to narrow down and focus on just a few. I've never heard of Mari before, but its Weta, and those guys are awesome. Have any of you played…
Hi everyone. I’m getting strange shading artifacts after baking maps. When I move part of the model, the artifacts disappear, but when I move it back to its original position, they appear again. I tried marking sharp edges and adding supporting edge loops. I also tried fixing the normals in Photoshop, but that didn’t help.…
I was making progress til I ran into unequal texel density. I'm having issues getting every mesh normalized without having too small of uv chunks as well as having to break apart uvs that are too large. I've done enough bakes with varying uv sizes to know what is too small and won't result in good enough resolution. That…
Hi! I had a moment to look at the car. Assuming you don't want to do many further edits and are set on baking, I would would mainly optimize UV space to get as much out of the texture as possible. Offset and stack UVs of mirrored and repeated parts (I believe you're already doing this). Reduce size in UVs of areas that are…
I'm going to sidestep the issue of timelessness of games as a whole, and art's contribution to that, and focus specifically on the issue of timeless art in an environment where graphical capabilities are continually and rapidly increasing. I think the requirement for visuals to be timeless is that you can look back on it…
I didn't like it. Was expecting action, drama and was hoping for surprise but unfortunately this finale hardly invoked any emotion. I'm kind of glad its the last season though, was getting bored of 24 and its many illogical events. Also I used to like Mary Lynn Rajskub (Chloe), but I gradually hated her acting more and…
For 2, there are some performance considerations depending on your target platform and renderer that change the types of polycount you can reasonably achieve. For desktop and console GPUs using deferred renderers the rasterizers drop off in efficiency when there's more than one triangle in a 4x4 block of pixels on the…
I've heard it said before that you don't want seams in certain places on a mesh, by that I mean the UVs are apart. But I'm not sure if this is old advice from past workflows or if it really is something to be avoided. When I bake out normal maps and so on, everything appears to look fine. Maybe the mipmaps are affected?…
Thanks for the feedback everyone BigJohn: Not too sure whether you're referring to the actual texture itself or the final render of it, I think maybe rendering it out again might help, it is very flat due to whatever setting I used at the time. Marine: I looked at a few spec maps done for characters and they all seemed to…
Hey everybody. I'm new to the whole lowpoly modeling thing. I'm looking for a general idea of what i need to be shooting for when modeling environments, characters, props, etc. If anyone has the time to reel off a list of what's appropriate regarding the objects above and what texture resolutions need to be at I'd be very…