Hey everyone! I've been frequenting the forums for a while and get a lotta help from the threads and have asked a couple of q's on the Modelling Sub-D's massive thread that's helped me understand a lot on that topic. As for this thing here, I wanted to work on hand-painting stuff in the Soul Eater style. Some might be…
Hello I've been having this problem with this modular floor system and lightmass for a very long time. I've simplified the scene significantly for the sake of this thread. These floor tiles are perfectly square static meshes, 192x192 UU. They have four subdivisions both horizontally, and vertically. It has a perfectly…
Hello, just wanted to showcase something I did last year. The project started as a bunch of gigeresque t-shirt designs I was making in free time. But at some point someone told me that there would be a SF & fantasy convention in my city and that perhaps I could display this kind of artworks there. So I contacted one of…
Hey Thomas, thanks for the additional information. This makes sense, there are certain shading models that take longer/take more samples to converge than others. I assume you're using SSS, anisotropic, and dithered transparency for the fur? This sort of material setup is going to stress the renderer more than others and…
@chien Thanks for the question. There are a few links to some write-ups about common baking artifacts in this post and some examples of how triangulation affects normal bakes in this discussion. Additional content about these topics is planned but, since most of the tools used for baking are already well documented, the…
pixelb Thank you! I really like low-poly modeling and texturing, so I'm pretty sure I will be working on more of that in the future as a personal project when I have time :)
@pixelb I'm not talking about PBR! Strictly Diffuse-only, no PBR, PBR sucks! That was just a stupid experiment for some reason, don't think about it! Sorry for the confusion. Striiiictly handpainted stuff.
Awesome stuff man, definitely some great hand painting! I do agree with pixelb, my eyes are having trouble looking at the details, where the simpler texture my eyes can rest and enjoy the contrast.
@TheDawnfury No problem. Can you provide the requirements of your assignment for which the PS Vita is being created? I can't accurately judge your work without that information. My assumption is that it is to create a high-quality close-camera game-ready hero prop. Typical approach for an item like the PS Vita would be to…