Sorry for the lack of updates! But here is the latest. This is the low poly with all the normals and AO baked in.. I put a base coat texture on it. Also updated the cockpit with the more realistic style, ignore the little texture errors as that is not complete. =/ Feedback and suggestions appreciated as always! Thanks…
Just some visuals that Feng Zhu explains in his two latest videos, that reinforce your point of view. http://youtu.be/dnflBERf2zM http://youtu.be/3TVji_fiKsw He explains what you talk about, and the creative process vs design. Very useful stuff.
Hey Dil, I really don't know if you played it but this latest character reminds me of Rau's little sister in Rise of Kasai. The game was awesome and underrated. Thought I'd let you know. That and some of the normal's are just a tad muddy. Looking good though
Some great stuff here, I'd love to model some of your environments/weapons sometime. One crit, and this is in regards to the thread, you should update the first post with the link to the latest portfolio site. Don't make people hunt for the site you are working on now.
"The days of Pac-Man, Q-Bert, Pitfall, and Frogger are gone!" I beg to differ...the latest Pitfall installment by Edge of Reality was one of my favorite Xbox games. Hilarious and fun to play. Q-Bert? Sheesh....worst $25 I spent on a Nintendo game.
Ha! I've had that problem with past versions...just carried on working with it :poly142: (think I moved PC in the studio). Do you have the latest hotfixes? Don't know a solution. I think that my 3dsMax2011 plays up on my second monitor like that.
Hi all, I will be posting the new Challenge Thread tomorrow. Last chance to vote over on the concept thread for next 2 months challenge! https://polycount.com/discussion/213915/monthly-environment-art-challenge-concept-thread-september-october-2019#latest kade
At work, we just tested the latest Substance Painter 20191.2 on the Nvidia 2080 with the task manager open. There wasn't a boost in map baking speeds from the 750Ti I had previously. The GPU wasn't even doing anything, we saw that everything was CPU bound.
I thought so but hadn't checked. Cheers for the tip! @mickeyvpn That first screenshot in your latest post is showing the issue. You need to correct the vertex normals on that lower boundary edge. They're pointing below the high poly source mesh causing ray misses.
Thanks for the advice, I tweaked a little bit as in your example! Here are some of the latest wips, I almost ready to unwrap, just have to decide how I am going to the crown/branches and if I am going to put any bushes/grass in the scene.