looks sick af! nice work, keep it up
Better explanation. Every polygon in the police academy w/e looks angular, as if someone didn't use smoothing groups. I think it's visible in the hilt of the katana also. It's off putting.
I think that the police station was meant to be like that. You can see that there was applied some smoothing on the sides of the building (where the shurikens are). But, yeah some of them don't have it like the bench or the barrels.
[Cleared the first statement. Understood what you were saying there]
I don't believe that the building was meant to be so unnaturally sharpened unless they just decided to half-ass it and not use a high poly to create the proper
normal map for the building. Quite literally everything that is a rounded surface is sharp which is quite the eye-sore. It evenshows in the textures. It's as if someone went into
Substance Designer, created and SBSAR and slapped it on. If every other building example where similar, I'd of not poked at it, but it's just entirely too inconsistent and contrast
riddled.
Forgot to tell you to never mind what I've said there, sorry. I haven't seen the first photo of the police (where it can obviously be seen the faces of the polygon and its edges).
Smoothing groups is on, sometimes the SSAO in quixel shows the edges on the model (noticed it when i was working on the barrels so i turned it off) and we are trying to keep the poly count to a minimum. Also some of light angles i have it set to when I take the pic has an effect on how you see the normal map
Follow @SLO_MMORPG