Hi! You could try with a heightmap and see how far you can take it. Could displace a mesh with it and sculpt details on top. But would be good to define the texture resolution first, so you don't spend time on details that don't show up. Here is a test.
Hello everyone, I'm new here! I would like to ask you for advice on how best I can further develop my portfolio. I'm an aspiring Environment Artist, and I'm trying to apply my skills to creating stylized environments. I would be grateful for any advice, criticism, or guidance. Am I moving in the right direction to become a…
those are nicer to use with the pen than the mouse imo. honestly though - your shortcut selection should be based on the work you do. eg. if you connect vertices a lot, learn where the default shortcut is and if you don't like it, change it.
If you see faceted shading on hi res you might beveled each edge first accidentally or give each edge a crease (shift+E) or you just have subdiv modifier in "simple" mode.
Ah yeah! I can definitely tell they are auto-packed. That is fine for some things, like if you're using a bunch of tiled textures on an object, however you really need to make sure that there is space for texture bleed in-between your shells. This is for LOD creation, which are frequently automated, having space for…
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Do you mean you pack all the props into a single non-overlapped atlas uv layout? Why not pack these props all together before you start texturing? Also, what software are you currently using for each step?
I don't know if this is explicitly the problem, but your bake hierarchy is different than I'm used to seeing. When you create a new baker, there should be high and low folders where your high and low should go-- yours doesn't seem to have those.