I feel like the sculpt got thinned out a lot, and you lost a little bit of the strong shapes you had in the lowpoly blockout. Really cool concept though, looking forward to where you take it!
Hey there, thanks for taking an interest. The plugin provides tools to export decal atlases and trim sheets with customizable channel packing, and the decals mesh is exported along with the main mesh in an FBX so nothing is stopping you from importing the files into other 3d tools, like Substance Painter. As for the number…
Hi! In this case I would consider setting the 90 degree edges of the lowpoly to hard, as currently its shading has quite the gradients, which the normal map has to compensate for. Remember to split UVs at hard edges. Zip and attach the meshes to the thread if you want a second pair of eyes on it. You might find more…
behicle Highpoly is about 90% there, looking at damaging it a bit in zbrush along the panelwork to break up the silhouette and really push it into that higher quality. Currently aiming for about 125k for the lowpoly, tracks pending hahaha
Hi! I think Subd modeling is an important skill to have. It's relevancy for a task depends on the specifics, one consideration being iteration speed/flexibility. For an organic subject, sculpting might be a more fitting way to control the vertices (however Subd modeling might be used for creating the base). Aside from the…
Always blows me away to see the amount of time between my updates of this thread, Anyway long story short I decided earlier in the year i wouldn't over commit by taking on too many projects all at once, sure enough that may have slid a little. Lately iv been progressing a few singles, which have been on hold with the lack…
It kind of bothers me how the environments try so hard to look bust up, while having super straight geometry. Tilt over some of the stairs' handrail, add a half broken step, make some real geometry dents in the walls (or even just move the vertices a bit) have heaps of fallen plaster. Make sure the keeper's room has some…
Your distant mountains should just be made using the landscape tool. Since they're far away and viewed through a fog plane, there's no reason to have super detailed meshes. And they're so big that doing a unique unwrap for them means density issues anyways. Make several tiling textures and blend them using height data to…