Cheers mate good luck for the future and a personal thank you contributing on that subd thread over the years, not only enabling myself but also alongside many others, getting some sort of handle on this hard surface caper B)
It's hard to tell what's going on for sure, but if there's a slight bulge in the center and you use subdivision with one central pole, you can get subdivision artifacts like that, you can try to use multiple loops and make sure the middle circle is completely flat or use a geo/cube sphere for a starting point and avoid…
It's the NFT shit again. So many people wanted to make a game with NFTs in it. The issue isn't creating a game with NFTs, that's the easy part. The hard part is making a good game in the first place, which is what even seasoned companies struggle with.
You are so good at making hair! Thank you for sharing so many resources on this, it can be really hard to find details on how people make good hair, at least from my experience
Hello! I am a Junior Character Artist trying to break into industry as well, but I do stylized stuff, so I can't provide enough feedback to you. Just passing by to say that I know sometimes fell pretty hard to go there and look for a job, but don't give up our work looks awesome to me! Realistic characters seems hard to do!
Contents: 1. Overview 2. Initial Setup 3. Settings & Features 3.1. Debug Options 3.2. General Settings 3.3. Active Effects 3.4. Effect Settings 3.4.1. Animated Drops 3.4.2. Blood Smear 3.4.3. Blood Spatter 3.4.4. Veins 1. Overview "Blood Screen" is an easy to integrate Post Process Material for Unreal Engine, to use as a…
Does the lowpoly shading look good with the normal map applied? Hard edges are certainly useful to control the shading of the lowpoly, especially at steep angles - just remember to split the UVs along hard edges to avoid artifacts! Maybe check out Making sense of hard edges, uvs, normal maps and vertex counts?