The weapon's looking great too! For the gloves and similar parts - yes you can make the highpoly one piece just fine (although personally I still prefer working on separate meshes in most cases), I meant that having separate pieces may be very beneficial later because you can bake a clean ID pass that will help you in the…
Hello! I've encountered an issue while baking normal maps for my model. I am making this grandfather clock: Everything was fine, I made highpolys of different elements, unwrapped lowpolys, tested if everything bakes properly - all was fine. Then I started to work on a top part of the clock: I did everything exactly the…
Hello everyone ! Here's a work in progress of one of my first 3d car. I couldn't get motivated enough to work on my lastest handpainted lowpoly project so I thought I would do something completely different to refresh my mind. :smile: I'm not much into cars IRL but I've always been amazed by 3D cars since it is something I…
Hello to my fellow polycounters! I’ve been working on a character in the evenings after my day-job, in hopes of pushing my portfolio forwards. In the past I’ve either had a fairly generalist portfolio, or the chosen designs were not visually strong. I’ve reflected a lot lately, and decided to push forwards with a stylized…
..so this is an interforum post .. because : https://blenderartists.org/t/tileable-texture-and-rgb-mask-workflows/1564787/2?u=okidoki What does mean (?): > the high-poly to low-poly bake isn’t turning out well This may depend on how you generate the highpoly and lowpoly models. According tileable textures: Well this…
Greetings, Bit Fry, an independent game studio on the seacoast of New Hampshire, is looking to hire a freelance, hard-core graphics coder to work on custom shaders and custom rendering tricks within our current next-generation (PS4 and XB1) game production. Remote work is absolutely OK and in any time zone. We're happy to…
Learn to bake from a highpoly, and everything you do will start looking a lot better. When you're working with normalmaps and you generate them this way, all you're doing is shooting yourself in the foot. It doesn't look good, and will in fact make it so that no matter how good your diffuse is, it'll still look awful. When…
You want to enhance the visual effect of edges by highlighting it with a lighter color. Usually objects get wear on these places the most aswell While highpoly modeling gives edges with round corners which reflect light by the form already, you still want to enhance the effect with your texture to avoid a fake look. If you…
The trash can polycount isn't really high persay, but the way it is used is absolutely awful. You've got a blocky, jagged 12 sided cylinder, and then like 7 loops added in that are contributing basically nothing, small ridges that would be best represented by the normal map. So you're modeling super fine detail, but…