Triangulation really can screw you over, that is true. (But damn I hate buying an asset for it to be triangulated without a quad version) (The assets are not for sale, but I just meant that an unwrap for unknown tangent space would make a safe approach that always works a good choice) Batching Workflow (offtopic from UV…
The modeled roof is overkill, otherwise i rather like the modeling. You make the same mistake others do where they go for 'gen 1.5' ...having normalmaps on all tiling textures but not taking advantage of what normalmaps can really do for you, like replacing geometry or adding new trims and details to all those empty areas.…
So this is still happening. Just busy times. I've managed to finish the retopology. Which was a mess and has resulted in a weird mesh. ~28k tris and Im not going to trim it more though I surely could. Enough already! (Unless I've done something really stupid or inefficient somewhere.) UV-map: I separated the hair and…
Thanks guys, NAIMA: The blade was inspired by Frodo's sword Sting from LOTR, kind of a shortsword in a leaf-shape, while the handle is pretty much inspired by all of the Darksiders 2 stuff I'm around. A bit of a mismatch of styles, but I'm having fun with trying to balance these out in the texture. Texturing is just the…
I wanted to try a design with more real estate for creating tattoos, it was quite difficult to get her not just revealing all though. Aside from that the facial scar and damaged eye/ear are really helping push her design as a badass pirate. I tried to make this design more rich with the use of a lot of gold and fancy trims…
Thank you Sugus! Love your work :D And thanks so much for the feedback DWalker :) Some things to definitely look into! I have changed the floor, hopefully it is a little better now - I also want to add some vertex paint onto it - make it a bit more grungy etc. Also changed the image and put it behind glass - tried using an…
Half-Timbered houses aren't highly original however they are pretty common in medieval architecture. My question is how does one texture these types of buildings. wiki picture if anyone doesn't know what these buildings are. I'm building 3 or 4 of these in a street like area, and I want to use tileable textures with…
If you're interested in using a trim sheet this is a helpful resource on how to approach/ plan out a trim https://twitter.com/AndreaG_3D/status/1615981040169885697 Looking forward to where this goes!
Hi! i'm having issues with the normal map (i think). It's giving me these weird light artifacts when i import the textures into another software My workflow is: UVs in blender, then bake and texture in substance, then export textures and import them in blender this is how it looks in blender substance painter Also tried…
I haven't read the thread yet but here are a few notes, I apologize if these have already been covered... 1) In general (not saying you do this), don't screw with the spheres original pivot point. Once you edit the eye and make the shape non spherical it makes it hard to get the eyes to rotate properly. When I'm rigging I…