I'm making a Gameboy Advance SP. I got the "hint hint" to do this project after I posted a pic on facebook of my own Gameboy Advance SP being broken. :) Here is the high poly. All crits are welcome. My biggest concern is having well defined materials in the end.
Hi, I need to make a Flowmap for a complex 3D model.It will be used to define the direction/distortion of the texture applied to the model, not to animate it.I need to paint directly onto the 3d model; because it's UVs are complex, I cannot paint it onto the 2D Map. Any ideas?Thanks
Hi, does anyone know if there is a software(for windows) that can mirror my cursor stoke with a user defined line as the "pivot". Or if there is a drawing software with this specific function built in? in other words, mirror/symmetry drawing with a tilted axis, not just vertical or horizontal. This picture demonstrates…
Yeah you can't simply rebake a normal map as a an emission texture, because the pixels encode for a 3D vector, based on a space defined by the surface normal and surface U direction (aka tangent space). New UV orientation = the tangent space has changed.
Arman, Due to many people having issues with the sandbag part of our Photo Real test, we've updated/revised the test a bit. The new restrictions are listed on our website. www.bigsandwichgames.com I'm an old schooler, and the purpose of our test was to see how people could 'think' when handling extremely low poly / texture…
Hey JO420 Im no pro but ill share my own process of creating textures none the less. For organic objects. I try and find a hi res reference picture of the object I want (we shall say Human in this case) with the skin tones im looking for. 3d.sk is a good place to start if you can get registered there (though its not free)…
I really like the shapes =) The materials could be more defined and interesting. For example the yellow bix part could be a used plastic instead painted metal to break up the overall values. Also the grunged edged looking too generic and even placed.
Hi, I would say that your props are too simplistic, its mostly cylinders and cubes, textures are not that great either, materials aren't defined well. Take a look at Dekogon stuff https://www.artstation.com/artwork/oOylVW + https://www.artstation.com/artwork/e0A5Nb
After the first sculpting pass, I made rapid progress and defined the hair and face a bit more, since the most of the body would be covered in clothes. I also added basic colours for improved shape reading, and added the blockout for the clothes. Curretnly working on the hat, using the zmodeler brush. Because i'm not…
@OscarEsteban5 thank you :) Will definately experiment with the night lighting, so far I have experimented with a bluer cooler hue to represent some of that light like in the reference. Will have to experiment a bit also with te skydome, Thank yoiu for the feedback much appreciated