you can stencil things - https://www.youtube.com/watch?v=PiQ_JLJKi0M but i tihnk you're already doing that I dont really understand what isn't working - is it that the pixelated version doesn't completely cover the un-pixelated version? if so can you show an example without the offset
this is question thread but will update with my findings as I go problem is that i try to make sure that dark skin type faces remain legible. with unreals default tone mapping if you are any darker than light-skinned it becomes difficult to read faces. the low values just seem too dark. In Maya if i set tone mapper to Log…
I am modeling the Leuchtpistole 34 flare gun for my weapon art portfolio (https://www.artstation.com/alexanderlindberg) and I have now completed the low poly. I want feedback on it as I am not super well versed in low poly creation from high poly and any critique on it would be appreciated! Sidenote: Certain features of…
Be careful with the wear if the scene is actually set in the 50s, as objects from the time period wouldn't be as worn as we see them today. Also be aware of manufacturing techniques of the time. For example, they didn't have laser etching and probably not those fonts on the name plate and lighter. But they did have photo…
Hey there^^ I'm interested in your project. please contact me. Here is my Discord I'd : strom_01I will show you some examples for you on there. I hope you like my art style Please let me know
While the face normals (the one from a center of each triangle ) looks perfectly up those normal are derivative as a median of vertex normals in triangles corners. The bottom left corner for example , clearly not 90 degree up . it's what creates shading gradients. Face weighting, or direct normals editing could fix it .…
Thanks for sharing! I think it might help to study welding a bit more, good welds vs. bad welds. Unless you're intentionally trying to emulate a certain look? What's your welding reference? It looks a bit to blobby to me, so I did a quick web search of "good weld bad weld" and found some examples that might help:
I’d look into simulating a single-sided simplified version of the clothing, then using that as a control for the more complicated & textured model. Many ways to transfer the animation, for example Skin Wrap in 3ds Max.
I sometimes encounter an issue with deformed textures and losing details in some regions of my models, like normals or edge highlights, after importing my assets to Unreal. The reason being is that Unreal rounds up UV coordinate numbers, unless full precision UVs are enabled for static mesh: Here are some examples. Left is…