everythinh looks nice except for the obvious tiling issues on the model. most notorious in the first model. so what i would do to hide the seams of the tiling is add a little ledge under each window that goes arround the building, that way makes the building more interesting and hides the seams. :P
I'll throw some more stuff up. All of these except the props are taken directly from Infernal. http://shawnspetch.blogspot.com/ You'll see some roll over because we worked on some of the same sets and usually tend to tag-team a lot of the art. X-Convict, I love u...
Much improved on the nanners. I think all the fruit looks good except for the grapes. There's just something off about them, they look plastic. Not sure what it is. I think there's too much yellow on the plate overall. The red and orange break it up a little, consider red grapes. Add a little more texture to them like this:
This is about what I expected except for the end, which honestly has me laughing. Never in a million years would I have considered that. Yeah, I use Google Chrome. Is Firefox any different? I could try those when I get home. Who would've thought in 2022 Bing would be the answer. Thanks for the help!
for human character I just auto lay out the uv's and rebake from the original at double resolution. Takes ten minutes and result is the same except less materials to fuss with setting up. Like mentioned, I was using 4 x 4k textures, baked them to a single 8k texture. No resolution loss. @Sreliata
Final screens for this practice scene. Main focus was the lighting, but I wanted to get my hands wet with making some props too, so I ended up making the incense pots and katana. Everything was made for this scene except the grass, which were mega scans. If you got any questions let me know!
Thanks PolyHertz. That helped me. I do have another question if you have a chance. I imported my model, texture, normal, and displacement map from zbrush into ue4. I got everything to display properly except for the displacement map. Do I have to use a bump peramater or tessellation? Thanks in advance.
It would be wise to check the company you are interested in and see what their job descriptions are and what they require. The lines blurry between different studios, some might require level artists to model and texture themselves, some will have dedicated artists for textures, some will have environment artists doing it…
Damn fine piece, I love how simple you kept it. Except for above mentioning the number counter, you seem to have smoothing errors in the corners on the square pieces surrounding the counter. It might be like that in the references, and if so ignore what I said, but if not it sticks out when viewing the model in 3d. But…
I think the problem is that when I select one of the loops and use the straighten UV tool it doesn't keep the correct distance. Notice how the middle ones are straight and the ones on the sides are skewed. They should all be skewed except the center one right? Is there another way to make all the UVs straight but keeping…