There's more to it than that. When you have to shove 10 or 15 assets onto the same texture page, figure out how to share space and manage the LOD UVs it starts to be a lot of work. I've seen UV sets for prop sets take talented people a couple of weeks to put together
Reminded by this thread & wanted to just share a link that talks about a lot of helpful information i didn't even think about before posting the previous comments... https://www.youtube.com/watch?v=x4nhGuaMfYc^so here, they will tell you, deformities matter also, just keep this in mind there are also videos how to attempt…
Hello hello, my name is Anthony and I'd love some feedback on my all-around portfolio. https://docs.google.com/presentation/d/1C6tX9N63vaqJvRwZUlS-13JEd5jT7438icR-JheRwCo/edit?usp=sharing
We are developing a PC game and are looking for a programmer who can help move the project forward. There is already an experienced programmer on the team who has done a significant amount of work, but he now needs an assistant — someone who can take responsibility for parts of the system and help bring the project to a…
Welcome to Polycount. This looks like a fun project! First thing is I would recommend posting JPG instead of PNG. I’m looking at this post on my phone, and those images take foreeeeeeever to load. Do you have some references of what you’re aiming towards? It would be great to share a few key images you like.
Thanks! :) Absolutely, I can definitely share some wireframes. Just a heads-up: I haven't applied any bevels yet, only some basic surface smoothing. I'm planning to do a proper retopology pass later, definitely not the most exciting part of the process haha!
Ok an N-pole shading error - (a vertex where 5 or more edges meet) which forces Blender to average face normals across different angles, causing dark spots or "pinching" artifacts when using smooth shading. And here's a few options that may resolve the problem 1. To fix the Normals and Smoothing often, shading artifacts…
Yeah thats the same I am facing with projection in Max which I think will only work if we treat it as garment and stitch and spheriphy. However I want to keep it quad based for my own peace of mind. EDIT: Almost there, but in meantime if there is better way please do share
Thanks for the kind words @Eric Chadwick and @poopipe . I'll try to share my work a bit more than once every 3 years this time if work/family life allows :)