For structures or walls like you find in say Dark Souls 3 there is a flat wall with a 2d texture and normal map on it and then there are a couple of bricks floating in the 2d plane that add extra depth. Definitely not one for each brick but it is fairly common to find enough to break up silhouette either in the faces or on…
I have a question regarding all those generator but i don't really know how to express it. We all know that the generated normal is perfect for a flat plane, or well oriented and undistorted uvs. Some of them can even perform rotation. But would it be possible to generate a normal that would also consider the uvs and…
I really like where this is going; especially the second and fourth headgear. Personally, I kind of like how clean he is, but the clothes should be a bit lightened near the arms and areas that bend a lot and his cuffs and the bottom of his front flap dealie - you've got some broad hints of it already; this would just be…
Hey BestArt well done on finishing your character! Some stuff that might help: in this case the amputation doesn't help. It doesn't help the narrative of the character. The render at the top is pretty flat. There is no drama and it isn't very interesting to look at. The bottom render has some real potential except it has…
Not too shabby, but it needs work. The modeling is pretty solid and the legs look great! Crits: - As mentioned previously, the face is too wide. For a "realistic sci-fi feel" the width is telling us Wile-E-Coyote. Check out some proper wolf/dog/coyote reference and maybe do a search for werewolf/wolfman/lycan ref also,…
@JunkieKong Thanks for the post! What bit depth/size are you exporting at? At first glance this looks like a bit depth issue due to the low curvature of the underlying surface. The flat side showing the error isn't 100% flat and the normal map doesn't have enough bit depth or resolution to accurately represent it without…
Hey @Noren ! Sorry for the late reply! been busy finishing up the project as my duedate is on the 18th August x.x I fixed the walls for now (yea.. the ceiling is kind of flat as well as the other edge details. I will fix it after submission, along with other improvement.) These are the final lighting for the environment~
Thought I would share something I'm working on. Reference: High Poly: So I have some questions on what I should do on my model indicated with numbers one through five. 1 - I need some ideas on how to connect that thing without making it look awkward while it makes sense when it operates. 2 - Based on the reference, should…
great skin texture, very interesting stuff, only crits 1 looks like he has a lil tail in the texture flats, can we see a side or back shot? also the stomach looks a bit aquard right now like you were between fat and athletic. but overall its very nice love the proportions! and the shoes make me happy. -Woog
Hi everyone, I wanted to introduce myself and also share a project I’m currently working on. I’m Dan , a self-taught hard surface 3D artist, and over time I’ve mainly focused on modeling props for games. Most of my experience comes from the more traditional low poly / high poly / bake workflow, especially for smaller…