I used the reference in orthographic view, but the actual reference isn't perfectly side on. I did end up changing the end piece a little, it was one of the things I noticed was wrong after posting it. Here is a side view against my reference: I might just completely remake the end part, I messed it up a bit
well, seems like u can do a 3d concept as well, but it should be untextured. If u check the entries they r mostly 3d-based (though the majority are quite bad for now:P ) After all 6 views done by hand is a bit over the top imo ;) Also the `2d`official example shows orto views of 3d models.
The eyes and the forehead look a little too wide to me. The front part of the upper lip may be a little too flat as well. Also, the temporal lines appear exaggerated in the front view. The ears need to appear wider in the side view probably. It's not bad but if you have recently started realistic stuff, it's a better idea…
thank you for your reply! but it still doesnt work, the white backdrop doesnt disappear. i saved the file as png but no transparency in the render view nor in the view port.. would you know how to do transparency in surfaceshader? i specifically need surface shader because i don't want the material affected by the lighting…
Just rebaked one actual work piece (very similar to the test) without the extra loops - amazingly no distortion! If anyone has an idea what may have caused that, please let me know so I can avoid it in the future. It looked like watching straight down on an object in perspective view rather than orthogonal view.
You can somewhat circumvent this by making sure the full area of the stroke is the size of your view. So zoom in enough to have the full stroke precisely in the view. That'll force you to make a shoulder movement, if not elbow. The issue is more where you stick your device. if it's on the edge, you will not have enough…
I think it's pretty hard and/or foolish to try to give you advice here when we don't have the full picture. Is this a first-person-view model for an FPS? Is it gonna be viewed third-person only ala GTA? Is it a decoration/prop? The intended usage is gonna determine what you should be aiming for, and you haven't told us…
A texture artist is going to be balancing colors for a game that's going to be viewed on consumer displays. A movie or printed material is going to be viewed or printed using professional equipment. Maybe the person doing the final pass on lighting and post processing in a game will want a super accurate color monitor, but…
The left image is Smooth Mesh Preview in UV shaded view. In my case there's no red in the UV. And if you are talking about UV Distortion view (white shading preview) then yes, smooth mesh preview shows a little bit of distortion but that can be fixed by smoothing the mesh by a level. I would not advice you to do UV in 3…
A. View your models with normal map applied, looking at your normal map in photoshop will not tell you anything. View it in your target engine as well. B. Apply smoothing groups to each uv island, this will likely help. Textools has a feature to do this automatically. More on that topic here:…