I´ve been working on this project for a couple of days now and I think its comming along nicely. I´m modeling a combat mech very heavily based on a Carlo Arellano (http://chainsawart.blogspot.com) design wich I always thought was awesome, and because the concept is only one view and its loose I had to design and/or change…
Hey guys, it's been a while since my last post and haven't been very active, but here's what I've been working on. I would say I'm pretty happy and proud of how this turned out. At least for now, I tend to start disliking my works after a couple of days to a point where I just bin them. Alright, some basic information…
Hello! I'm in the process of making my second character model. Taken a lot of mistakes and learning to get to this point. I've been stuck on something the past few days though, and I'm unsure whether I'm doing something wrong or if I misunderstand the process. I got a sculpt close enough, then moved to Blender for…
Thanks for the reply guys. I'm thinking I should just retopo the whole entire mesh as just one whole mesh. The character I am currently working on is a female character with a prison jumpsuit and gloves that have spikes on the knuckles. She also has shoes on with her arms exposed since it is a short sleeve jumpsuit. I…
Hi everyone! I’m from Korea and currently studying game design on my own to break into the industry. I actually graduated with a bachelor's degree in korea Architecture, but I decided to transition into games because I find this field much more exciting and fulfilling. I have a quick question for those based in Europe or…
I'd probably try to drastically reduce the polycount of that element (reproject it later if necessary) so you can manipulate it with greater ease to get a bit more even texture flow, or use soft selections and pinning along with relaxing (or combine both approaches) to get the best possible outcome, but there will be some…
I shared this on LinkedIn, might help some people here too. Don’t use Gamma on normal maps Normal maps should be saved in linear color space, without color correction from Gamma or sRGB. A lot of game PBR texture pipelines use sRGB color space, which is fundamentally very similar to Gamma 2.2. It’s so close, they’re pretty…
Hi im new here, so here is my problem i got a mech model but the textures on the mech look like plastic so i need some help edit : new texture tell if it look ok
A bit of a tangent, perhaps, but I was hoping some of you guys could expand on baking in Substance Painter vs Marmoset Toolbag. I've used both, but still tend to prefer baking in Painter, simply because it makes managing feedback and re-bakes so much easier. As long as I set up everything correctly, any change requests…