Agreed on both Ysalex and Kanga's points. One thing i would point out. I think a lot of the struggles you are having are to do with edge control. Most of the anatomy has this kind of taught plastic feeling to it, which is a result of making edges too sharp in areas and too soft in areas. Think fleshy. There are no forms on…
I missed the text at the bottom of the your attachment, my bad! I think yours is spot on and only reason your weave pattern looks more sharp is your tiling is less than the reference. The more tiling you'll add the less sharp your weave pattern will look. But in case you dont wanna add more tiling I did a little work to…
Hi! I'm having issue with normal map or normals on the object, I can't figure out which one. This is in Substance Painter: This is in Substance Painter when I make a new file and re import the maps on an object with sharp edges, with a single smoothing group it looks fine, but doesn't look good in Unity. This is how it…
Hi! I have a problem in marmoset toolbag v.1.6 that I don't know how to fix.... I'm new to this program so I think that the problem is connected to the wrong settings, but I don't know what. So, the problem is that when I made a render and open up the image in photoshop I can clearly see a blur line on the profile of my…
Hey everyone, I have a question about modelling a knife and what should I do next. I have 3 different parts of knife, Handle, Middle part and and Sharp part. My question is how should I connect those parts? I can select these three parts and connect them but I don't know if that's the right way. I'm not sure if my baked…
Hey Polycounters, I've been looking for someone to share, compete, work with and collab with making and complete unreal games in the range between 1-20 Gigabytes. I have an extensive unreal library and although I'm not looking for any specific Jam or Project I am looking for a specific person. I need someone that has some…
Just look at what they are doing. eg https://www.artstation.com/artwork/V0oeR You probably don't need a 3 edge bevel, 2 should usually get you to where you want to be, as can be seen if you look closely at the silhouette in the higher res images. Some edges have an obvious 2 edge bevel. Other times you can see it's sharp…
That image is from Blender and it's hiding the actual vertex count (other programs do the same). Both cases are point-centric and both those cubes have 24 vertices. The image should actually be this: Vertex attributes are interpolated across the faces. If you happen to need a sharp change in one or more of those…
Your hi-polies looks cool, but can't say the same for the lows. If you're intending to bake your hi-poly models, then you should make the edges bolder. I see all of your hi-poly models have too sharp edges that wouldn't translate well into lowpoly. I think you can give the eotech another chance, with some higher poly…
Increasing the tri count doesn't change the shape. You're still only getting reflections on a flat plane. Refer to the image example in EarthQuake's post. The cube and plane don't have as much detail in the reflections compared to the sphere and cylinder. Your spec map controls the brightness of the reflections and your…