Hello, I am having an issue with baking a procedural texture down in Blender, for reference this has been my standard workflow for a while now without issue but for some reason this time the Normal map is producing really ugly harsh results - like there's a setting wrong somewhere. Normally it's the opposite issue with the…
don't point out any of their flaws, no matter how right you are. Are they doing something in a suboptimal way? Doing something blatantly incompetent? Don't be the bearer of bad news. Most people don't like being corrected or criticized. You can figure out how to bring attention to things later on, when your working…
Currently less time for personal projects, but happy to have freelance work. Going to move to another region of Germany in the next two month, have to clear my flat and fix it up. Continued some with the roundtable room. Added in an old knight model. Updated the web build hosted on itch. Some screenshots: I decided to get…
i dont have any opinions to offer and wouldnt feel qualified to make them anyway, but just wanted to say I really like your characters and feel it has a strong personal style. I feel like a max payne game or some hard-boiled detective thing like that would be really great with characters like yours. the rest of your art…
Good afternoon. Would you like to ask knowledgeable people how the graphics were divided before? All these angular 3d models from "Mario 64" and "cs 1.6" are not at all similar to our time. Now there is such a thing as a "Blockout". And it wasn't there before. These angular shapes are unlike any primitive. So how were they…
Oh well, since someone else has bumped the thread... I ended up finishing the library environment, months later XD If you'd like, check it out on Artstation!
Looking good, some critique:I would try and make the fabric look more like its going underneath the mechanism/solid parts and try and get the pinching effect, adding more creases etc, then you'd get the look of the fabric being looser but pulled tight at the seams. It perhaps looks a little too flat right now, though I see…
Thank you for this info and all. I appreciate your notes. I do have a few things. The part about hard edges having no slits or to say no seam will result in artificats. Is that why a good idea at times to use weighted normal or just have it complete shade so it doesn't get it. I know that substance painter will tell you…
Wider padding will take a little longer to render, and generally isn't necessary except in some extreme situations. Wide padding shouldn't cause any problems though, so you can set it as high as you like. It's worth noting that depending on your texturing workflow, the padding in your baked maps will likely be replaced in…