Well, they can always give it a go or revive within 3D space just like Minecraft or FEZ? Arent these voxel art? However, I like this guy and his article! He reminds me when I'm pesting agasint CG animation feature films when I prefer the art of traditionnal 2D movies. I understands hisfrustration and he is partially right.…
Companion image: Final Image: Some nfo: I started to view the story as a cinematic style action game. You would play the roll of David Darello in this turn of the century style alien world and you task is to solve a large mystery and capture some alien bounties as a portion of the means to do it. Along the way he would…
Hey all! It's been a long time since I've posted anything here. I've been super busy working on Natural Selection 2 @ Unknown Worlds, but I've been working with what little free time I have on a pet project of mine for awhile now and it's about damn time I started showing it and getting some feedback. So here we go!…
Yes, everywhere there is a hard edge, you need to split the UV, and add space with edge padding. More info about issues to solve with normal mapping here FWIW http://wiki.polycount.com/wiki/Normal_Map_Modeling
Work progress Baking problems solved for the legs today Cylindrical props made strange shadows in Ao over other props, solved in photoshop following some good guides on poycount wiki. Some props needed more space on the uvs maps or more geometry for a correct baking, everything solved and the id map works correctly. I know…
Hello, my name is Barto(Bazihar on socials) i'm working on my first OC but i just can't get the hair to look good, i've watched a bunch of tutorials and it seems i'm doing nothing wrong but it still looks bad and idk why, i'm using GSCurveTools to place the cards and the textures we're made in FiberShop This is the reason…
Hi everyone, Let me present a very simple practical example, Modeled in 3ds Max 2025 and baked in Substance Painter 11. Low / High Normals When I do the bake I always have a problem where a light jump can be seen in the area where the seam is. I understand this is due to the normal bake; the test was done using averaged…