Hi guys. I just thought I share the final presentation of the project that I posted on Artstation with some breakdown, that shows a few more technical details, if you're interested. https://www.artstation.com/artwork/5WlaoE
the sword is distracting, at least for me. The hilt design feels like some sort of hybrid rapier/smallsword/falcion design, intended for something like a 4-5ft long rapier. The blade is similarly strange, only being of shortsword length, and the silhouette suggests a sabre, but is grounded to be double edged. Sabres…
Amazing project (watched your YT vid as well) so cheers for sharing and also congrats, no doubt looks as though was a ton of work involved :+1: I particularly like the cloth sim'd objects especially those creased folds or wrinkled cloth they're quite realistic, for example on what appears to be a TOPP or MOPP suit? If so,…
Hi all — looking for thoughts from experienced artists and technical folks on a workflow challenge I’ve been thinking about. I’ve been examining common pain points when moving assets between Blender and Unity, especially around: * Export pipelines (FBX/GLTF) and unexpected mesh transforms * Scene hierarchy handling and…
I'm not sure what you mean by pinching exactly but I have some general knowledge about the subdivision workflow you seem to be using. Subdivision wants to smooth everything out by placing new edges mathematically in the middle of the edges that are already there, and by moving the edges you have already placed to create a…
Ok, I finally worked it out. The problem was that I had the smoothing of the low res mesh set to 0 degrees. Apparently because of that the angle was too big for the normal map to handle. I had two versions of my side table, the original one and one with the sharp edges beveled. With the original one having a smoothing…
Good question, I still can't quite decide what I want the bar to look like exactly. I kinda like this material? maybe something with more colour though? Here is my latest. I've darkened the spec for the wood as suggested and am now adding hilights to the stone pieces via the gloss map. Someone mentioned that the edges…
I think your edges are too sharp in many areas. The concept itself has the issue that it consists of many geometrical shapes. Although this looks great in the concept you need to find out why those shapes work in the concept and, in my opinion, don't work the same way in your hp. With the sharp edges on your shapes your…
The tightening up really helps here- i'm enjoying the dog's face, the new armor-faceplate, and the marble texture on the pillars. As for opacity, that's more of a personal preference thing... I do tend to paint with opacity set to 100% and also to pen pressure, but it varies by brush. I think the level of crispness of the…
Yeah also like your TV :thumbs up: Which reminds me of Riley Brown's version he'd walked through sharing optimizing tips in Blender and one such tidbit is the sharpening filter. When a baked low resolution base color map can be made to look higher res'd - just something too keep in mind.