This is looking great so far! I think the primary thing that could really increase the image quality is to study Composition, and decide how you want people to view the piece. http://wiki.polycount.com/wiki/Concept_Fundamentals#Composition After that, I think looking more at real world references would help you see what…
I’ve reached the appropriate point to put this project on the backburner for a while. All the assets are unwrapped and baked, and are in Substance Painter. When I return to this, the only program I should have to open is SP, and I can start painting immediately. The screenshots below show how I’ve split the meshes into…
I've baked out a normal map for a model doing the high to low res deal. I noticed a couple areas where I wanted to insert a couple verts to fix the silhouette. Once the verts are added that area now shades all shitty and you can see the triangles as the light passes over it. Is this not allowed, must I go back and rebake…
For the first model (the one with the black areas) I used smoothing groups to unwrap it, then when I was done I exported both high and low (exported form MAX 2017) as OBJs. I then made a Subs Painter project and when I imported the low-poly model to begin baking I noticed the black areas in it. I wasn't sure if it was a…
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Making more progress! Started adding decals to the different areas and working on some buildings for the far background, loving how this is looking so far
Hi guys, I was wondering is there a possible way to bake this high poly mesh unto the low poly and retain the holes/transparency of the high poly mesh? Thanks
I would double the amount of sides on the cylinder, right now its looking very jagged. The detail inbetween your planks is too fine now and getting lost in the normals, you should edit your HP so those planks have softer edges, so it transfers over. Its very important to model your high for your low, and what I mean when I…
Hello, I have a question about rendering the data channel to a texture. From my understanding the data channel can output this colors either to vertex colors or to a map channel, but whenever I try to render these, I get either a single channel or the wrong mapping for all the channels. Basically I want to create a…
Hi guys, I have a rather simple question I've seen that a lot of people are using their 'bakes' in photoshop to create shadow on their model which saves a lot of time when texturing. I want to know how this is achieved. First of all, does one use the normal map or the ambient occlusion map? I have tried both, however it is…