Hi! Not at computer right now, but a common mistake is UVs not being split at hard edges. Hard edges are useful at steep angles to control the lowpolys shading - a smooth curvature wouldn't qualify for hard edges (but can still have a UVs split). Your post is missing images of the lowpolys shading and UV layout, so hard to…
Ahh sweet.. I'm bit of a MGS5 nerd and I always thought that the game could use some more technical maps like MGS2 has - like an underground facility in the mountains or something. I would love to see stuff like your work as small mod done with Foxkit. But even just as portfolio peace it is nice to see. Btw: imo what makes…
UPDATE #01 The environment is inspire by 18th century painting of Dutch people skating on frozen canals. I will try to put something lighearted into environment story as well. As you can see the main focus point of this scene is a town bridge entrance gate. The town it self will be low fidelity vista asset but the rest of…
Hey, after taking a look at the Blend file, here are some notes: Lowpoly - lowpoly has some hard edges with no splits UVs (for example along edge the blade) - this will result in artifacts when baking the normal map. Using the "Auto Smooth" modifier, which shades edges hard by angle can easily introduce such cases that go…
Lots of examples and some good advice in this thread. There's a few different topology layouts that can work well for this kind of shape and a lot of different ways to approach the modeling part of the process. If the project requires subdivision modeling and the goal is to have sharp corners, while also using the minimum…
Piggy backing of what Fabi_G said; It may be a good idea to pick a background painting from your favorite 90's anime, and try your best to recreate that in 3d? That way you will have a clear and definte finish line, while not having to worry about layout/composition.
I've had a lot of my play lately, hadn't hadtime to get back to this. Oh and I did get your pm as I was putting this together. Yeap, seeing this layout the scope is out of the range of assets created. To keep things short, you've got a big ass room and not enough art to fill it. It's fun to dream about huge team maps, but…
List of changes: - Created tilling roof, grass and dirt textures - Unwrapped the ground mesh seamlessly by using multiple UV channels blending them via vertex colour Screenshots: Description of the progress: Ground mesh: Getting seamless results was quite easy with this type of a mesh. I have started by unwrapping its 3rd…