Ok here is an image breakdown. I am really trying to understand why I cant get any shadow casting. This is what I would like to see with my meshes etc. This is with built lighting This is what happens when I build lighting using lightmass light importance volume etc. 1 Dominant Direc Light one spot light and a few point…
Okay, not to make another thread - We have moved onto the normal map baking process. He is doing this part, but his bakes keep getting weird results, with black spots and funky artifacts. These screenshots are his, but I am posting because his english isn't the best. (russian speaking) Originally he thought maybe the…
First draft + Mostly sectioning, adjusting a layout in my head for the final narrative. Style as well as presentation can play a useful impact in delivering emotions. + Interesting note/self reminder on the grammar that Xerath helped Azir on : Ancient Egyptian had used their Hieroglyphics in an alphabet way and an Ideogram…
If there was 30 folios that arrived on my desk to look through for a potential candidates - unfortunately your folio would be one of the ones that got closed before I even really got a chance to look at the work. Lead with your art, not your website design. Try to think of it like this, when someone clicks the link, the…
Great tips. Most of these make sense to me, except for maybe the last one. I've seen plenty of great folios with decent sized thumbnails that open full-sized images and I haven't really thought they were a problem. That said, when I finally fix up my website, I plan to totally rip off yours and have 3-4 main links that…
For being 1024 maps there is not the amount of detail present that i would expect. Also your normal maps are very grainy as if you just threw a metal or noise texture through the NVidia plug in in photoshop. You actually have a fairly solid grasp of modeling (although you have some unnecessary geo in the guitar sprockets)…
The major thing here is that your highpoly edges are so sharp, little to no information is being captured by the bake. Generally assets using a baked normal map tend to have exaggerated roundness/smoothness in the highpoly. The polycount wiki has a section on normal maps that cover a lot of this stuff:…
Fiverr has a bunch of these guys. http://www.fiverr.com/search/gigs?utf8=%E2%9C%93&search_in=everywhere&query=3d+model&page=1&layout=auto Most are using $5 as a hook. The top ranked guy for example tacks on $40 for renders. I'm also willing to bet that a lot of these guys keep the rights to the models when they're done to…
Try it out and see for yourself. Some people say n-gons are no-no, other people say they are your friend. How will you decide? Test bake means that, if you have a concern about how your details are going to bake with a certain topology and/or UV layout, you just go ahead and do a bake to see how it's gonna turn out. A lot…
d1ver, That does help a bit, but where i'm lost is slightly different. When you layout an object to use a repeatable texture you could do it a couple of ways. Keep the object's uv's within the 0-1 space and then have the texture be repeated in the shader node. Or you have the uv's extand past the 0-1 space to achieve the…