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Showing posts from November, 2025

When Normals aren't so Normal

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Required Software: Blender 3D, Photoshop (GIMP is fine too) Have you ever attempted to improve the efficiency of your 3D Models with Normal maps, only to be met with the disappointment of: Missing Geometrical Details Green Artifacts Broken Seams Inconsistent patterns Reducing these details can require a multitude of solutions for clean, visually accurate surface detail, while reducing vertex count. This can be paramount to ensuring for perfomance and effeciency in real-time 3D engines, especially when intended for Rigging & Skinning bones. Before you start baking:  Make sure that in your active mesh, your normal map is unconnected and the texture is selected (white selection line). Missing this will cause a Circular Dependency error and Texture not found. While creating the high-to-low-poly mesh this is a particular problem as the circumstances for each Texture Bake has different mesh translations. Take this Normal Bake for example: When using "Selected to Active" to tran...

Poly Modelling: From Start to the Finish Line

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Writing from personal experience, the most difficult parts of Polygon modelling are the first and last 10% of the process. When a polygon shape is established and the task is add extra features and extrude extra shapes. But the Initial stage where the . Vice versa for the Final stage, where minute tweaks and details can make or break the scene. Fig.1. Initial geometry created from extruded rectangle Lets Take a simple Mask. It is face so conventional 3D modelling wisdom would tell us to start on a square, subdivide and start from there. But what about the back of the mesh? Its almost flat. Because of this, I began to edit with a rectangle, which I then stretched the width, narrowing at the bottom then extruded. Below is a Subsurface modifier apply to that basic mesh. Fig.2. Further subvided mesh taking shape, and the Concept Art it was inspired by (African Arts Gallery, 2025) But what about starting to building complex surface geometry? Lets take this Nose.  First of all, vertical ...