Just set your hard edges by angle for the low poly. While also cutting UV seams at those hard edges, give some space between these new shells. Shading-wise, it should look like your high poly in this case. It impossibly tight bevels on it- I would have thought that was your low poly if you didn't say so. You may want to…
The hands still strike me as lacking bone structure. You probably sculpted them in open position, but without a pretty good rig its hhard to get realistic curling. Same issue I had with Durga that I didn't fix. I have no idea but I wonder if its typical in high end character studios to have a blendshape correction to get…
The best advice I could have given you was given by the highly talented SkullboX. Trust me when I say he is a voice to be listened to. Bi-ped and physique can get the job done if you are going to hand animate but you will more than likely get better results with bones and your own set up. It might take you longer to learn…
Why are there weird line across most of your low poly stuff ? Did you set Soft/Hard Edges ? Deodorant has to go, man. Sorry. The rest can be fixed. The car would be nice if it were finished. Or call it 'wrecked car' instead. What software do you use for them ? Some can create UV pretty quickly and easily. And none of those…
Yea I agree any custom rigging I do is always along XYZ, then once it's all rigged up and is a functional skeleton it gets deformed to the bind pose. Just like the mocap pose doesn't need to be the same as the bind, the bind doesn't need to be the same as the rig default. Hands and fingers are probably the most note…
This is the thing people have asked me so, this is what I failed to pronounce properly. The tool/weapon is carried that you hold one of the hands towards the front part where the rubber is, and the other hand either on the "push" handle or the handle on the sides. Thanks for the comment and will improve on such details for…
It's a barren wasteland in the US for 3d art, I checked earlier. I knew it was really bad but I never actually knew to what extent. It's extra unfortunate for a lot of us who have worked hard for years to 'git gud' only for the floor to fall out beneath us. Good luck with your game Leinad
Since I've recently got back into exercise, I've been starting easy. Someone awhile ago here (I think the last time this topic cropped up hehe) suggested these cheesy exercise videos from the 90's, 8-minute legs, arms etc. They aren't hard, but I find them to be a good warm up. My current regular routine (until I go home…
Loving this but I believe the muddy colors get in the way. Don't make skin just darker brown in the shadows - it moves towards red due to subsurface scattering. Most shadows on skin are slightly glowing red and there is a clear red subsurface band along the shadow terminator. You can research but let me know if you'd like…
Hello everyone! I´m making my game called Tomorrow, and when I´ve started to make some models I found a problem. How I will deal with high poly zippers? I need a low poly count meshes, but i need the information to get a good realism. So here is the solution. I´ve breakdown the default Zipper IMM in 2 parts, the handle and…