yes, it's Fabi_G's example A . You need to relax you hi-poly source a bit with no 90 deg corners . The way the projection would show you a few pixels of sides at least. As of Unreal render be sure Unreal uses your edited vertex normals and not recalculate them back to default positions . I don't use Unreal but recall it…
Don't worry, that's a problem with the subdivision algorithm in Max they didn't solve in decades. If you collapse the turbosmooth modifier, you'll see clearly how your UV has changed on borders/seams. As workaround: It's solved partially subdividing x1 and relaxing again the UV chunks. Not all apps have this issue. I work…
Hey man, good start so far and cool concept. ISmokeRodeo i think was right when he said to make the biceps a little longer. The right arm looks correct but the left arms angle kinda shows the shorter bicep length. The elbows should be just above the navel in a relaxed pose. Just an image to show ya…
As well as the 2 methods mentioned, there is also unfold strip from loop. And sometimes I'll just flatten mapping and use my stitch hotkey to piece it together quickly. Straighten sometimes f##ks up and you just have to fix it yourself. Like @poopipe I have align vertical/horizontal on hotkeys. If you use the peel mode(for…
The final project of this semester was focused on recreating an environment from reference, of which I chose a part of the subway environment from Stray. Unlike my previous project related to an environment, there was a clear number of things to do and guidelines for how to set up the scene. The sheer number of items to…
Hello! I don't have harsh words but hopefully I have useful a critique. You're showing an ortho view of the sculpt. Did you also sculpt in ortho? This can be very challenging and look wrong once you switch to the target focal length in perspective. When working from references look up "focal length portrait" to get a sense…
No pun on the topic intended :O I was just wondering if anyone else finds with their paintings and drawings, whether traditional or digital, becoming looser and looser over time. Not sure if it's just my hand being lazy or what (I usually paint to relax and have fun / get better at drawing / hopefully be a plus on getting…
Heya - the distortion I was talking about earlier is unavoidable, because a sphere object cannot be made flat without either distorting it or slicing it up - that's just the reality of geometry and math :) . Some of my earlier comments were also related to the flame example, which indeed doesn't require to edit the UVs at…
Hey Brandon! Sorry I didn't do this crit before. I wanted to, but given that I work at UbiTO, I felt like I needed to stay out of it all, even though I wasn't a judge of the contest.. This crit is entirely me, and in no way related to Ubisoft. I think you`ve really got off to a great start with this. The guys above have…