[WIP] #3 Fixing baking artifacts and beginning of Texturing Hi all! This will be a quick post with a small update. Baking Issues: I fixed the bake artifacts in photoshop with blur and smudge brush and assigned ID masks for the high poly in marmoset then organized the dagger's parts into corresponding folders in substance.…
Amatobahn, As of now, nDo2 is sadly not compatible with OSX. When the time is right, we are likely to start looking into the possibilities of porting. xXm0RpH3usXx, Neither picky nor lazy! In fact, this is a feature that is part of the backlog but have yet to make it all the way. You can be sure this feature will…
Just a quick update. Back from the holidays and did some additions. Added wheels and made an attempt at modelling the part behind the wheel. I have a problem with modelling the part behind the wheel. I want to make it as simple as possible, since that part won't be seen much, but in reality it has a bunch of connecting…
True, I was just getting caught up in what the thread seemed/seems to turn into. It's a good article, I do like the style the game has, really cool of him to take the time and document his process. The texturing part is really interesting to read.
Got some time to get the proportions of body right in zbrush and will continue concepting there. Still trying to figure out to what degree making her a robot/replacing parts. Comments and critique welcome!
I am gonna try a version of Azir. I know I got in a little late but I would really like to take part in this contest and I was thinking about modeling a LoL character for practice. I wanted to make a skin for the Azir that made sense with his powers. I thought a Plague version where he summons his dead patients would be…
And the interesting part is that historically a lot of the painted art made was on commission and never intented to be art in the sense we see those works of art today. Something becomes art if the viewer or interacter thinks it is, same has happened with games.
Hi everyone! Im happy to deliver 5th part of Unity Custom Scriptable Rendering Pipeline devlog. Unity Scriptable Rendering Pipeline DevLog #5: GPU Instancing, ShaderFeature Vs MultiCompile Thanks for your time, appreciate like and share.
What was your process for making that? DId you bake normal maps? Did you breakdown how much time you spent on each part of the process? What is the intent of this model? Is it a background prop, or a hero asset that the camera would be really close to and it needs to look hyper realistic?
Hi, I have a major problem preventing me from converting my high poly to my low poly mesh. I know the problem, but I just don't have the solution... Well here is the problem, I began creating my mecha model, and I used duplicate special scale -1 in maya to quickly place mechanical parts parts symmetrically in maya. The…