You just need to unwrap your UV in more rectangular style. Your mesh has enough tessellation ( edge loops) to deform UV properly and proportionally . If you do it with cloth simulation it usually always that way since you start with sort of rectangular pieces of cloth . For low poly you are free then to re-bake it to any…
Schell Games is a highly talented group of artists, programmers, producers, and game designers led by game industry veteran Jesse Schell. We're the largest full-service education and entertainment game development company in the United States. Since 2002, we've worked with world-class clients and partners to create…
- lighting is too bright, over exposed - replace the 3 rocks on the right with some other kind of focal point, those dont look realistic enough and just take away from the scene as a whole - you lack background elements to provide parallaxing for depth - your main rock structures have very strong normals - shadows in spots…
Hello! My name is Andrew. I'm a hardworking and self-motivated 3D Artist with a passion for asset creation. I'm always striving to improve my artistic and technical skills to meet industry standards. I have experience in hard surface modeling and prop art. Additionally, I am comfortable with PBR using Substance Painter.…
Exciting news, everyone! I've just completed a stylized 3D minecart project. The low-poly modeling was done in Blender, high-poly sculpting in ZBrush, and texturing in Substance Painter. 🚂🎨 You can check it all here: https://www.artstation.com/artwork/lDKK4k I'm eager to share this creation with you all and would greatly…
Looks like you're capturing a lot of the shapes so far. In terms of a smoother surface in ZBrush, you need to knock it down to a lower subdivision, or dynamesh at a lower resolution, make sure you get all the major forms in and as much detail as you can before you increase the subdivision or the resolution
you probably figured it out already, but the animation only needs skeleton to work. you can associate any skinned mesh with it later non-destructively.