Generally that's something you'd do for hard-surface items. It's beneficial when you've got quite sharp edges in the low poly mesh because it means the normal map has less "work" to do - it doesn't have to account for a rapid change in surface normal. Edges with a 90 degrees or sharper can be problematic even for properly…
back again with more updates! First, Lute string appearance! BEFORE...... and ...... AFTER need to make it either A- stand out more or B- make it less busy easy to read. will figure that out when I have the video demo... second, CUT SCENES I Now have to pick between two different looks, sharp shadows or a faded stone look.…
Hey Roxanne! I would definately try to add the text. I think it would be hard trying to match the right height of the text by just painting on the normal map and by modeling it you can get it just right. Plus I think it would just be easier. You can turn off the turbosmooth modifiers on you objects to make your system run…
While Matthew's car is a good asset by itself, i wouldn't exactly call it a true "mid-poly" (stupid term but how else to put it) asset. You can still see sharp lines from smoothing groups on it. The best example I can find right now is David Finlay's work: http://3dfinlay.com/html/veh/mcla.html to summarize a few key…
@MyPeople If by gaps you mean breaks in the continuity of the rays projected out of the low poly mesh during baking, then there is a quick fix for that: Use a cage. If by gaps, you mean general seams in your textures then yes you will, but keep in mind this issue only occurs along very sharp angles, and usually you want to…
Thx man. Still doodling around in the level editor to sort of feel around and figure out where to work to lift this thing. First of all I think I should bang up the bushes some so they are not so uniform. Then I have some tweaking to do, the sharp rush and barley just don't cut it, maybe I will remake them into better…
Ah! That mov helped tons! Your depth on her upper lip inaccurate. Its too flat, not puffy enough. Push it out a bit. As it is, it looks like she has a hair-lip. Chin is too sharp and she has what appears to be a tiny subtle cleft on the TOP of her chin. Eyes are too small in generally, and specifically not "tall" enough.…
Very nice work, Sami! I like this one a lot! I only have a few tiny crits: - The outline (silhouette) of his upper legs is very boring, very straight - even just a few extra polys on the sides to make it look like his trousers are wrinkling or folding would help, I think. - The strap holding his knife to his leg doesn't…
I'm in the early stages of a project and need a proof of concept model for a player character. I'm looking for a stylized, painterly art style, but specifics aren't laid down yet so you'll have freedom there. Reference pictures for tonal goals and the proportional ratio between human half and horse half will be shared upon…
Here is my blockout progress and first pass at lighting in Unity:) I definitely struggled with trying to match the camera perspective in the concept (using perspective plotter in blender), but this is my best guess. @Pep_mepla Your blockout looks spot on! I noticed you changed some of the proportions of objects in your…