My problem with the UVyou're presenting is why not just make the sticker as a floater (separate mesh floating above your plug)? You won't have to rotate the texture awkwardly which loses a lot of detail, and the sticker mesh could be as simple as a flat quad.
So I started working on an environment on unity consist of Stylized lowpoly Floating islands, as you can see in the pics, I'm working on the first platform, the textures are made in substance designer and these Rocks are sculpted in zbrush and baked in substance painter, Critiques are welcome^^
this is odd and should really not be needed, the angles are so flat, a normalmap should be able to compensate for this small bit of lowpoly shading. unless you're not using a normalmap?
Hi, Another issue came up with my experience with normals. After doing the retopology in Topogun, generating normals and applying it in Maya, some weird flaws are appearing in the model which shouldn't be there as you can see in the image - right side (all looked well in the high-res and low-res version). Any clue why this…
Show us your texture flats ! Show us your texture flats ! Show us your texture flats ! Show us your texture flats ! Show us your texture flats ! Show us your texture flats !
Okay, so I've started questioning my decisions while modeling and I decided to ask other folks this time around instead of pushing it to the side and ignoring the issue. Now in my head the question/answer seems so simple, but then I get worried that it's actually far more complicated because it seems so simple. Bah. So…
Agisoft photoscan fuckin* cleaning "floating" points? Hello is there some method or program to more quickly clean unwanted "floating" islands of unnecessary points in dense points clouds in agisoft photoscan? (see the picture below). I need to clean these points out (Delete them) but carefully selecting them manually via…
Hey Man looking good! If that pillar is supposed to suck in air at the bottom you could put some horizontal slats or some sort of vent on the bottom flat part. Make sure you get a blockout of your environment pretty early on. Keep at it dude!
Hello once more! Im closing up on the sculpt of Fiat Dino Coupe, I need some good advices on how to get to good, realistic render of it. Ive never done realistic renders so I dont know if I need to hand paint him then throw some metalic maps on him or something (same for tires and everything else). I have next options to…