Ideally share the meshes, so the issue can be re-produced. As a side note, looks like you have some hard edges without split UVs? Would expect visible seams there.
I'm thrilled to share my new environment project, "The Heart of the Forgotten Hall" — a post-apocalyptic scene where nature, especially animals, reclaims brutalist ruins. Inspired by Nier Replicant and Control, it explores the contrast between architecture and instinctive resurgence. Here are the tools I used Blender…
I've setup just a head mesh with some solid color diffuse, normal and roughness. But I've getting some unwanted results while setting up my lighting. I'm trying to get rid of some sharp shadows, but by changing the source length by as little as 0.001 it gives me some ugly scattering. I seems like the skin scattering in UE5…
Ok. I can't say about resume or cover letter. I don't know how to write them and have never sent them. But.. The website needs over haul. Put all you good clean pieces on top. The second piece the gun has some serious texture issues. The map size is probably too low; everybody else is using 4k textures and that kinda falls…
For normals on a regular model, you'd Lock the normals prior to separating to prevent that seam across meshes. You can always use Transfer Attributes to correct a separated model from the original "full" copy of the model. Here's a simple example of a sphere with a separated selection on the right: For maintaining…
I think your model is too blobby and is not properly matching the silhouette of your reference. I highly agree that you should down-res this a lot and focus on capturing the basic forms first. - The brow furrow on the reference is very distinct from the profile, creating a hard angle that you are missing completely. - The…
Like this: See how there is a row of shingles that sit on top of the sharp transition points on the roof? Roofers have the same problem you do, because of the angles nothing lines up, looks pretty or is easily functional, so they cover it up the seams. Doing this on your model helps disguise that the textures don't line…
First off, nice model. The diffuse texture looks pretty good. As for specular, you're using an environment map here when you should really be using a specular map. They're different things - spec maps plug into the "specular colour" part of the shader and don't reflect the environment, just the light source. Generally…
hey everyone. in a while i was thinking about some ways of optimisation and automatisation of my ways to create 3d assets. step by step i came to this question. How can i fastly cover mech robot with some sort of patterns? this is all fine with a simple-shaped details. i can just create a bunch of decals of a rectangular,…
Hi :] Here's something i'm making for a university assignment. At this stage it's still quite early and a bit rushed, but I'd really like to make up for that and really make something of it, so I'd rather appreciate whatever constructive criticism you can give me :] I'm not very confident in my organic modelling skills, so…