Hm curious, looks to me like the baked normal map doesn't correspond with the UV layout in some areas, like some parts get overriden. An issue with texture sets assigned? UVs of parts using the same texture set shouldn't overlap. To decrease export times, could try working with fewer subdiv levels until the very final…
Paololazatin, Yeah that's the tool sorry got the names mixed up the bend deformer does most the work but sometimes if the mesh is a more complex shape you need to clean a few parts up. you could fix the few bits by hand but I find it much quicker to use a lattice.
There has to be a better way to animate this that doesn't take a full day of work. First, see the example image attached. Secondly, let me explain what it is your looking at. That purple wireframe model is a tab that I'm pulling off an adhesive patch revealing the sticky part underneath which is dropping down onto the…
Ok so this is my first time posting on this site, and so if this is the wrong place or I broke some rule, I apologize. I am creating an open-world game with real-time combat, involving up to 10 character/enemies on screen at the same time for the PS4, think kind of like Assassin's Creed in terms of specs (polycount/texture…
I have a "best practices" question about a model I'm working on, and I can get a little obsessive about the optimal workflow. I have a hard surface mech model, in poly block out currently, but it will be sub-d. I've reached the point where I want to start adding support loops and beveling everything to prepare a high poly…
Thanks, NikhilR! Its a semi-process of tracing and warping in photoshop, then I drew the parts that weren't able to warp correctly so it would look flat. Later on, I exported the image to SP painted for clean-up.
here is lowpoly, i was aiming for a 12K character, but 14.000 is ok, right? the weapon is 3.700 which is almost a quarter of the character, i felt to better keep some parts higher than usual since there are no hard limits
hey, for the feathers you just added, i would play more with the size. bit larger in the foreground. and in general for the light maybe look closer where parts are illuminated and where shadows can be stronger. keep it up :)
It looks like the character is sliding their foot into place when it lands. This is probably from the lack of a full extension in the highest keyframe. I didn't open the video in quicktime to scrub through it, so it's an educated guess on my part.