If the larger details also tile, then simply bake both large and small to their own normal maps, then combine them in Photoshop or Crazy Bump. If the two scales use the same UVs, this is the best way to go. If they don't then you'll need to use a more expensive shader that combines two separate normal maps, each using…
@AD_3D Nice work! I don't have anything to add on the Time Bomb piece as I hadn't delved into that model but generally it looks really awesome! Superb hard surface modelling skills :) Very nice work on the roof of the tower! That cornice with the spiral looks great. It took me 4 tries and almost two days to figure out how…
Hello everyone! Man, Subdivision Surface Modeling is something I've been trying to learn for many years now. But I seem to learn in a very different fashion than many people. I can't really learn well with "just trying around", I need a structured approach with heavy focus on the fundamentals. I am just a Hobbyist and…
I create some fan art about Meropid fortress in Genshin impact. Need some advice about light. Trying a dark, almost horror atmosphere. Still think it's just too dark picture and no dark atmosphere. Be appreciated for any advice.
If your needs are not simple and you actually have to re-order "every" vert's order to match another model whose vertex size is the same ( and is essentially the same model. Tho I suppose the following is valid for any "UV matchable area" ) Chances are you have committed to UV layouts already and have turned on the…
They seem to have forgotten that it also came with a bundled with a game. I also believe a large part of the cost of Kinect is an attempt at absorbing the cost of developing the software to go with it. The successor will be cheaper for sure, but that's still a ~$50 addition to the hardware a lot of people don't even want,…
i think the animation you've done is excellent. i can't give any sort of crits on the animation principles, but obviously you dont need any.. you're certainly a better animator than i, by the looks of things one thing i will say tho-- the grab is too slow. the motion after he grabs it... the whole body rotation is drifty…
It definitely looks impressive on the first glance, you have some really great looking assets and there is obviously a lot of hard work put into all of it. So you have some skills, dedication and some good looking portfolio shots, especially for a student. So nice job! BUT (there is always a but) you have some things that…
I made a couple SBSAR procedural filters for normalizing textures, since I couldn't find reliable tools for this. Maybe they can help you! Normal maps should always be normalized before final delivery, to make sure the vectors are mathematically correct for optimal shading. It's easy to edit textures in tools like…
Firstly, slap yourself upside the head =) Secondly, I strongly recommend reading this article which pretty much illustrates a brief outline via eight chapters worth of content. Not only limited too both pre / post production but also essential insight into each pipeline task that will definitely prove useful regardless of…