In short , it will look from each point of the low res asset, and see how far the high res asset is from that point along the normal direction of the point.Then take that distance (or the normal of the high res viewed from that point)and store it in a texture. Zbrush projection is different from texture projection though.…
Thanks for the comments guys, I've fixed the distance between the eyes. The cranium shape is pretty squashed, but it'll be completely covered so I'm not worried about that. As for the other crits, I'm using a specific ref as Brad mentioned, and she has a bit of an overbite. I did soften the jaw line though. Nizza_waaarg:…
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Because the 'one day it will be feasible' argument ignores the point. Hardware restrictions will be a real factor for a long time to come. The power used for raytracing can better be used for a ton of other things, both graphically and gameplay-wise. 'Not in games' is the response, because the power needed for raytracing…
Hey guys, after a f long time decided to do a likeness sculpt of Rami Malek. Been fighting the forms for a few days. Not really satisfied yet. Any suggestions/critiques are very welcome :smiley: Hope you guys like it , cheers!
Not bad, especially the head looks better. Other areas look just different to me. He looks a bit like he's shrugging with the clavicles raised that high. While I think the angle of the clavicles isn't quite right in the concept, either, and might be a result of wanting to show something that wouldn't be visible from this…
Hey everybody here at polycount :D My name is Matt, and I'm 21 years old. (I feel like I'm on a dating website ^_^). I haven't done anything art related in a long time, but in the past few weeks have gotten into 2d drawing and recently found this website! I LOVE this website! I love seeing what everyone can do, it's so…
Having worked on the physics for a racing game over the past 18 months, I think I've got a good idea how they did it. Raycasting, from a single point around the nose of the ship, VERY high frequency (minimum 50-60Hz, better off with a single cast going for 100 if you can). Smooth Sphere Collisions is an option in Unity…
Hi, been working on this piece that I originally started for the last ArtStation challenge. Here's where I am at plus the reference if anybody has some feedback that would be greatly appreciated, also if anyone has some advice on how they would tackle the backdrop!