Hey, while texturing my last object a question come to my mind. How game studios approach to texturing. I mean, they are using texture libraries like Substance 3D Assets, or they are creating all of the textures, materials etc. from scratch by usage of Sampler (there come next question - are material artists are just…
Even in such cases it doesn't prevent you from having perfect shading without any visible pinching by just editing , transferring vertex normals. Nobody used sub-d topology on static meshes in games before. Only on characters. Now it looks like a must for some uncertain reason. Here is an example how with totally "bad"…
Looks pretty good! The pointy deltoids look a little strange. The figure seems to have a lot of surface sinks (the infraspinatus area in pic 2 for example) which look odd.