I'm willing to help however I can. I get a lot of artifact on the quixel baked object space normals too, don't know if it's related. I'm beginning to think it's something wrong with my actual card, bc I can't be the only one running your suite on this particular model. One last question about importing. There aren't any…
I dont know what kind of female anatomy you are going for so Im just going to assume its standard pretty girl stuff. Id say your ribcage is too small in height and depth and too pronounced, its like shes holding her breath, rather try use more neutral pose/breathing reference like this bikini model I found on google…
I may have unintentionally misled you a bit in my previous feedback. Shadows and light sources are definitely okay on diffuse painted models, but I personally would avoid having completely black (and white for that matter) areas. It looks like you removed most of your shadows after my post. I think it's perfectly okay to…
Ok i dont have the model to check this on or anything and its just a quick 15 mins or so but hopefully it will help you out a bit with your shading and colors. [edit] i guess i should tell you how i did this too, first thing i did was paint out all the really dark shadows and with a neutral tanish color, when i was done…
Be sure to use colors for your darks and brights rather than mixing in neutral white and black. Right now all the bright areas of your newest piece go to greyish white. For skin in particular pay attention to how light bounces and scatters across the surface -- look up the 3D rendering concepts of sub surface scattering,…
I haven't read through the thread so someone might of already said this... * The damage to the AK seems excessive and inconsistent. The body of the gun is highly damaged, but the high traffic areas like the tip of the barrel, the clip, where the hands hold the gun. * I can't seem to figure out why the clip and other metal…
This is generally expected and something you will see with all baking applications. I just wrote a response to a similar issue on Reddit (I am not sure if you created this post or if it was someone else) but I'll paste it here as well. --- A baked height map will record the difference between the high and low polygon…
Update on the skeleton work. I was working on my laptop and some of the functions just didn't seem to be working as I needed. Once I brought the project home to my PC it magically worked! Pretty nice to be able to make progress. First, the spine, wire deformer in a neutral position and then pushed over down below. For some…
hmm, I'm kinda afraid to click this link. Quake 3, with its great art direction, complex character designs and detailed environment textures is one on my biggest game dev inspirations. Every time I reinstall it I'm surprised that despite being low res and low poly majority of its designs and assets still look pretty damn…
looks nice so far. Haven't really zoomed on it. :) I used to do this exact thing for a professional photo studio on group shots of various sizes. The other fun thing was adding in people who couldn't make the event shot, but came in after.. match the outside lighting as close as possible in a studio with a neutral…