Looking good, and almost there! A few things: I think the roof should be a bit more of a darker and saturated orange. The grooves between each roof slat should also be much darker and more saturated. The windows might look pretty cool with a slight reflection vector on them. I think you should model the top house's windows…
Hello, everyone. I decided to try out Blender 2.8 bevel shader for Low-poly normal baking. While the results seem to be quite impressive, I get some artifacts, mostly on flat surfaces, which are seemingly caused by High-poly topology. Here is how High-poly looks without bevel shader applied: Here is the Low-poly: Here is…
Hi, I want to create something like in the videos bellow. I want it to be layered flat meshes, but more detailed than the ones in the videos. So this would likely be without a sprite sheet and more like 3D animations, but not sure how I would go about setting up all angles. Would it be like a phoneme, but for the body when…
Thanks throttlekitty. I've managed to come up with a janky but working method to bend along a curved wall of any degree curvature. the process looks like this: - Select the curved geometry, duplicate it and move the duplicate to world origin. - use a bend deformer to flatten your curved strip of polygons into a flat plane.…
Hello, based on another post I made about the topic it was suggested to post about some rocks I created for the latest game I worked on. The game follows a semi stylised art direction which took a lot of trial and error to reach the result we have today. Here is a quick breakdown of the process I put in place. 1. Sculpting…
@zylan Determining if a high poly mesh is acceptable really boils down to how closely the shapes in the model match the shapes in the references and whether or not the topology subdivides cleanly, without generating any noticeable smoothing artifacts or other surface quality issues. If the shapes and surface quality checks…
Hi, I've got trouble getting a usable displacement bake from Maya. introduction (you may skip it): I am used to the transfer maps tool from Maya 2010 (which we used at work). With 2017 (or even earlier) AD removed mentalRay in favor for Arnold. This means no more baking of AO maps with the transfer maps tool. So I decided…
Hello everyone! First of all Hi!
It´s my first post in Polycount. Hopefully first of many :smile: Now to the point. I´m trying to retopo a jacked I made
in Marvelous for my current project. I’ve been working till now without any
problem in a more traditional way of retopo (in live surface object directly)
but for this…
It's because of averaged normal on your low poly, which makes the rays not perpendicular to the surface. Just bake your floating geometry with a flat plane and it should be fine.