I meant brachioradialis, not brachialis up there, my bad. I updated it. Regarding the skulls, I was actually talking about the mesh resolution. Should have made that clearer. It's not uncommon to give some areas more resolution (both mesh and texture) if it's clear they'll be seen from a closer distance or have more…
Hey guys! Thanks for the input! @almighty_gir concerning the nasolabial fold I think it's really the lighting / material that is making it look weird in the second image because it's exactly the same model, no change was made between the two renders. I'm gonna take a look at the corner of the top lip tho, thanks! Yah I…
sorry for not getting back earlier, what i meant is that you introduce mechanical looking patterns be having always the same distances and sizes of things. but besides that, i feel like that you are polishing things too early and often, trying to get a clean result, cleanlines that seem to go on forever. which can be a…
I did some renders for today's deadline. The texturing is not finished, I still need to do more work on the gold parts, and add more wood details and maybe play around with roughness more, because at the moment it is too uniform for the whole model, and I want to see how it is going to look if I add more variations…
Hello!, I'm working on a project for Uni to create the Interior of a Room, which will end up in Unreal.I am replicating the town of Bellhart from Hollow Knight Silksong, which is a 2D / 2.5D game. I'm going to adapt it's stylised illustrated elements into semi-stylised real-time Assets. I'm currently modelling some of the…
Art is a perforamnce which is never the same twice. Just because the russion painter performed the perfamnce multiple times does not mean that every atom is in the same place nor does it mean that each peace does not have its own uniqu neuonsies. Remember you can not create a piece of art work without a design and you can…
It's currently PCVR but mid-spec. I have another question with regards to texturing. Since it's VR, if I have some hero assets but they're quite large, the texture I create for it is being made with Painter. I set the resolution to 2K and the UV unwrap is contained within the UV tile space. I'm not using UDIMS. So in this…
I agree, it does suck taking art tests but I understand I'm new so I get it and I'll play the hiring game for a newbie, doesn't bother me too much. I have no clue really as to the work culture as I've tried looking it up through Glassdoor getting some moderate reviews on all sectors but nothing really too in-depth. I also…
Apologies for two posts in a row... I was wondering if anyone had any advice for UVing the hair here! I heard the rule that all hard edges should be uv seams...however the hair here is stylized and has a lot of bevels so I'm worried that there'll be too many pieces...should i just soften some of the edges or just ignore…