Oh, i see some problems in normal map, so in shading too... False gradients! Don't use one smoothing group for all polygons - it make things bad on hard surfaces... Like those black shadows on that side of the box, with a cross. Not always, but it may cause really big pain in the ass on the most part of the engines. The best safe solution - is all perpendicular(or sharp-angled) polys must be in different smoothing groups, and, in different groups on the UV. UV became a bit more messy, but it worth it.
thanks, I noticed those problems I'll fix them later, I just found how to render (to texture) correctly the normal map by using smooth tangent. I'll be better with more practice
I sure will do differently now
Thank you
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Thank you
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Share dreams, Share feelings, Share skills
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Everbody lies and it's never Lupus.
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Share dreams, Share feelings, Share skills
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Everbody lies and it's never Lupus.
False gradients! Don't use one smoothing group for all polygons - it make things bad on hard surfaces... Like those black shadows on that side of the box, with a cross.
Not always, but it may cause really big pain in the ass on the most part of the engines.
The best safe solution - is all perpendicular(or sharp-angled) polys must be in different smoothing groups, and, in different groups on the UV. UV became a bit more messy, but it worth it.
But diffuse is great
I'll fix them later, I just found how to render (to texture) correctly the normal map by using smooth tangent.
I'll be better with more practice
--
Share dreams, Share feelings, Share skills